public void UpdateThumbPressDown(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed) { if (pressed) { move = true; } }
public void UpdateThumbLiftUp(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool lift) { if (!lift) { move = false; } }
private void Awake() { bb = new SteamVR_Behaviour_Boolean(); originPosition = handleOrigin.position; originRotation = handleOrigin.localRotation.eulerAngles; uy = new Vector3(0f, 1f, 0f); axis = new Vector3(1f, 0f, 0f); oldRotation = Quaternion.Euler(0f, 0f, 0f); moveAction = GameObject.Find("Game_Action").GetComponent <Move>(); }
public void PointGrabbed(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources source, bool state) { if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit, 20)) { if (hit.transform.tag == "ControlPoint" || hit.transform.tag == "FixedPoint") { point = hit.transform.gameObject; relative.transform.position = point.transform.position; } } }
public void GrabPressedDown(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed) { foreach (HandController.handCollision c in currentColliding) { InteractionInterface interact = c.col.GetComponent <InteractionInterface>(); if (interact != null) { interact.grabPress(c.hand); } } }
public void TurnRightPressDown(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources sources, bool state) { TurnRightPressed?.Invoke(this, new ControllerInput.ControllerInteractionEventArgs { controllerReference = new PlayerController.ControllerReferenceArgs { hand = sources.SteamSourceToHand() } }); }
private void TriggerPressUp(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources sources, bool state) { TriggerReleased?.Invoke(this, new ControllerInput.ControllerInteractionEventArgs { controllerReference = new PlayerController.ControllerReferenceArgs { hand = sources.SteamSourceToHand() } }); }
private bool ValidInput(SteamVR_Behaviour_Boolean triggerInput) { if (_interactable.hoveringHand == null || !_interactable.isHovering) { return(false); } SteamVR_Input_Sources usingHandGameObject = triggerInput.booleanAction.activeDevice; SteamVR_Input_Sources hoveringHandGameObject = _interactable.hoveringHand.handType; return(usingHandGameObject == hoveringHandGameObject); }
private void MenuPressUp(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources sources, bool state) { Debug.Log("called menu press up " + sources); ButtonTwoReleased?.Invoke(this, new ControllerInput.ControllerInteractionEventArgs { controllerReference = new PlayerController.ControllerReferenceArgs { hand = sources.SteamSourceToHand() } }); }
public void RemovePoint(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources source, bool state) { if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit, 20)) { if (hit.transform.tag == "ControlPoint") { pathRenderer.RemovePoint(hit.transform.GetSiblingIndex()); DestroyImmediate(hit.transform.gameObject); pathRenderer.Recalculate(); UIManager.instance.coordinatesPanel.SetActive(false); } } }
private void TouchPadTouchDown(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources sources, bool state) { Debug.Log("called touchpad press down " + sources); TouchpadTouchPressed?.Invoke(this, new ControllerInput.ControllerInteractionEventArgs { controllerReference = new PlayerController.ControllerReferenceArgs { hand = sources.SteamSourceToHand() } }); }
private IEnumerator SetupAction() { _triggerInput = gameObject.AddComponent <SteamVRBooleanAction>(); _triggerInput.inputSource = SteamVR_Input_Sources.Any; _triggerInput.booleanAction = SteamVR_Actions._default.TriggerUse; _triggerInput.enabled = false; yield return(null); _triggerInput.enabled = true; _triggerInput.onPressDown = new SteamVR_Behaviour_BooleanEvent(); _triggerInput.onPressUp = new SteamVR_Behaviour_BooleanEvent(); _triggerInput.onPressDown.AddListener(Use); _triggerInput.onPressUp.AddListener(UseStop); }
public void ActionButtonPressed(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed) { if (!pressed) { return; } foreach (HandController.handCollision c in currentColliding) { InteractionInterface interact = c.col.GetComponent <InteractionInterface>(); if (interact != null) { interact.interact(true, c.hand); } } }
private void UseStop(SteamVR_Behaviour_Boolean triggerInput, SteamVR_Input_Sources sources, bool state) { if (!_isUsing) { return; } Debug.Log("Use unpressed"); _isUsing = false; ControllerInteraction.ControllerHand handContext = triggerInput.booleanAction.activeDevice.GetHand(); InteractableObjectUnused?.Invoke(this, new ObjectInteraction.InteractableObjectEventArgs { interactingObject = gameObject, Hand = handContext }); }
public void OnControllerGripPress(SteamVR_Behaviour_Boolean fromBehaviour, SteamVR_Input_Sources fromSource, System.Boolean state) { Debug.Log("OnControllerGripPress"); if (fromSource == SteamVR_Input_Sources.LeftHand) { this.leftGripRelease = state; } if (fromSource == SteamVR_Input_Sources.RightHand) { this.rightGripRelease = state; } //Debug.Log(fromSource); //Debug.Log(state); if (this.leftGripRelease && this.rightGripRelease && !initialized) { this.Initialize(); } }
private void Use(SteamVR_Behaviour_Boolean triggerInput, SteamVR_Input_Sources sources, bool state) { if (!ValidInput(triggerInput)) { return; } Debug.Log("Use pressed on " + gameObject.name); if (!IsUsable) { return; } _isUsing = true; ControllerInteraction.ControllerHand handContext = triggerInput.booleanAction.activeDevice.GetHand(); InteractableObjectUsed?.Invoke(this, new ObjectInteraction.InteractableObjectEventArgs { interactingObject = gameObject, Hand = handContext }); Debug.Log("Used " + gameObject.name); }
/// <summary> /// Processes the event and re-emits the data via the <see cref="BooleanAction"/>. /// </summary> /// <param name="action">The action raising the event.</param> /// <param name="source">The source of the input.</param> /// <param name="value">The value of the raised event.</param> protected virtual void Listener(SteamVR_Behaviour_Boolean action, SteamVR_Input_Sources source, bool value) { Receive(value); }
private void Awake() { bb = new SteamVR_Behaviour_Boolean(); hh = hand.GetComponent <HoldHandle>(); }
private void GripPressUp(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources sources, bool state) { }
public void CreatePoint(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources source, bool state) { pathRenderer.AddPoint(transform.position); pathRenderer.Recalculate(); }
public void PointReleased(SteamVR_Behaviour_Boolean behaviour, SteamVR_Input_Sources source, bool state) { point = null; }