public Dictionary <string, SteamVR_Action_Single_Source> GenerateAxis1DInputMap() => new Dictionary <string, SteamVR_Action_Single_Source>() { { VRAxis.Two, SteamVR_Input.GetAction <SteamVR_Action_Single>("default", "Trigger")[SteamHand] }, { VRAxis.TwoRaw, SteamVR_Input.GetAction <SteamVR_Action_Single>("default", "Trigger")[SteamHand] }, { VRAxis.Three, SteamVR_Input.GetAction <SteamVR_Action_Single>("default", "Squeeze")[SteamHand] }, { VRAxis.ThreeRaw, SteamVR_Input.GetAction <SteamVR_Action_Single>("default", "Squeeze")[SteamHand] }, };
public bool GetSteamVRPauseDown() { SteamVR_Action_Boolean action = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("buggy", "Reset"); bool state = action.GetStateDown(SteamVR_Input_Sources.RightHand); return(state); }
// Start is called before the first frame update void Start() { pCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); //Get the active scene camera at the begining of the scene pRigidbody = GetComponent <Rigidbody>(); moveVR = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("default", "move"); lookVR = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("default", "look"); }
public bool GetSteamVRValidateUp(Hand hand) { SteamVR_Action_Boolean teleportAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport"); bool state = teleportAction.GetStateUp(hand.handType); return(state); }
public bool GetSteamVRTeleportPlayerDown() { SteamVR_Action_Boolean action = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("default", "GrabGrip"); bool state = action.GetStateDown(SteamVR_Input_Sources.LeftHand) || action.GetStateDown(SteamVR_Input_Sources.RightHand); return(state); }
public override void OnUpdate() { //var vector2 = vector2Action.Value as SteamVR_Action_Vector2; switch (vector2Type) { case setTriggerType.getAxis: result = SteamVR_Input.GetAction <SteamVR_Action_Vector2>(vector2Action.Value).GetAxis(devices); break; case setTriggerType.getAxisDelta: result = SteamVR_Input.GetAction <SteamVR_Action_Vector2>(vector2Action.Value).GetAxisDelta(devices); break; case setTriggerType.getLastAxis: result = SteamVR_Input.GetAction <SteamVR_Action_Vector2>(vector2Action.Value).GetLastAxis(devices); break; case setTriggerType.getLastAxisDelta: result = SteamVR_Input.GetAction <SteamVR_Action_Vector2>(vector2Action.Value).GetLastAxisDelta(devices); break; } storeVector2Result.Value = result; }
public bool GetSteamVRValidate() { SteamVR_Action_Boolean teleportAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport"); bool state = teleportAction.GetState(SteamVR_Input_Sources.LeftHand) || teleportAction.GetState(SteamVR_Input_Sources.RightHand); return(state); }
public override void OnUpdate() { DoGetVelocity(); DoGetAngularVelocity(); switch (positionType) { case setPositionType.getLocalPosition: storePosition.Value = SteamVR_Input.GetAction <SteamVR_Action_Pose>(poseAction.Value).GetLocalPosition(devices); break; case setPositionType.getLastLocalPosition: storePosition.Value = SteamVR_Input.GetAction <SteamVR_Action_Pose>(poseAction.Value).GetLastLocalPosition(devices); break; } switch (rotationType) { case setRotationType.getLocalRotation: storeRotation.Value = SteamVR_Input.GetAction <SteamVR_Action_Pose>(poseAction.Value).GetLocalRotation(devices); break; case setRotationType.getLastLocalRotation: storeRotation.Value = SteamVR_Input.GetAction <SteamVR_Action_Pose>(poseAction.Value).GetLastLocalRotation(devices); break; } }
void Start() { if (GameObject.FindGameObjectWithTag("leftHand").Equals(this.gameObject)) { currentSource = SteamVR_Input_Sources.LeftHand; } else { if (GameObject.FindGameObjectWithTag("rightHand").Equals(this.gameObject)) { currentSource = SteamVR_Input_Sources.RightHand; } else { print("This script is not on right or left hand"); } } pose = GetComponent <SteamVR_Behaviour_Pose>(); hover = GetComponent <Hover>(); currentActionSet = SteamVR_Input.GetActionSet("MySet"); gripClickAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("MySet", "GripClick", false, false); triggerPullAction = SteamVR_Input.GetAction <SteamVR_Action_Single>("MySet", "Teleport", false, false); joyStickAction = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("MySet", "Move", false, false); //Sword specific actions that need to be defined (They won't do anything until we activate the correct action set) detachAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Sword", "Detach", false, false); triggerClickAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Sword", "InitiateSlash", false, false); }
/// <summary> /// Handles drop-off behaviour. /// </summary> private void HandleDropOff() { // Determine behaviour depending on mode. if (managerType == GraspManagerType.Controller) { // Releases object when the object interaction button is pressed and there is an object in hand. if (SteamVR_Input.GetAction <SteamVR_Action_Boolean>("ObjectInteractButton").GetStateDown(SteamVR_Input_Sources.Any) && objectInHand != null && (managerMode == GraspManagerMode.Open || (managerMode == GraspManagerMode.Restriced && inDropOff))) { ReleaseObjectInHand(); } } else if (managerType == GraspManagerType.Assisted) { // Get hand velocity from physics engine when not tracked object if (!isTrackedObject) { handVelocity = handRB.velocity.magnitude; } // Get hand velocity and compare to threshold. if (HasHandStopped() && objectInHand != null && !releasing) { ReleaseObjectInHand(); } } }
public override void Initialize(ActionCanvasBase actionCanvasBase) { base.Initialize(actionCanvasBase); actionTouch = SteamVR_Input.GetAction <SteamVR_Action_Boolean>(actionName + "Touch"); actionPress = SteamVR_Input.GetAction <SteamVR_Action_Boolean>(actionName + "Press"); }
public void Init() { // Get control input settings from script ViveControlInputs = new Dictionary <ViveControlType, ViveControlInput>(); ViveControlInputs.Add(ViveControlType.Grip, new ViveControlInput(SteamVR_Input.GetAction <SteamVR_Action_Boolean>("srinput", "grip"))); ViveControlInputs.Add(ViveControlType.Trigger, new ViveControlInput(SteamVR_Input.GetAction <SteamVR_Action_Boolean>("srinput", "trigger"))); ViveControlInputs.Add(ViveControlType.Touchpad, new ViveControlInput(SteamVR_Input.GetAction <SteamVR_Action_Boolean>("srinput", "touchpadclick"), SteamVR_Input.GetAction <SteamVR_Action_Boolean>("srinput", "touchpadtouch"), SteamVR_Input.GetAction <SteamVR_Action_Vector2>("srinput", "touchpadposition"))); //// Get control input settings from inspector //for (int i = 0; i < (int)ViveControlType.Max; ++i) // ViveControlInputs[(ViveControlType)i] = ViveControlInputList[i]; // Disable 2D Player.instance.allowToggleTo2D = false; // Get hand and add listener to each button hand = ViveSR_Experience.instance.targetHand; for (int i = 0; i < (int)ViveControlType.Max; ++i) { ViveControlType type = (ViveControlType)i; if (type == ViveControlType.Touchpad) { ViveControlInputs[type].actionTouch.AddOnUpdateListener(ClickListener, hand.handType); } ViveControlInputs[type].actionClick.AddOnUpdateListener(ClickListener, hand.handType); } }
protected virtual void CheckSkeletonAction() { if (skeletonAction == null) { skeletonAction = SteamVR_Input.GetAction <SteamVR_Action_Skeleton0>("Skeleton" + inputSource.ToString()); } }
public override void OnUpdate() { //var single = singleAction.Value as SteamVR_Action_Single; switch (singleType) { case setTriggerType.getAxis: result = SteamVR_Input.GetAction <SteamVR_Action_Single>(singleAction.Value).GetAxis(devices); break; case setTriggerType.getAxisDelta: result = SteamVR_Input.GetAction <SteamVR_Action_Single>(singleAction.Value).GetAxisDelta(devices); break; case setTriggerType.getLastAxis: result = SteamVR_Input.GetAction <SteamVR_Action_Single>(singleAction.Value).GetLastAxis(devices); break; case setTriggerType.getLastAxisDelta: result = SteamVR_Input.GetAction <SteamVR_Action_Single>(singleAction.Value).GetLastAxisDelta(devices); break; } // if variable set to none, assume multiplier is 1 if (!multiplier.IsNone) { result *= multiplier.Value; } store.Value = result; }
public override void Initialize(ActionCanvasBase actionCanvasBase) { base.Initialize(actionCanvasBase); actionAxis = SteamVR_Input.GetAction <SteamVR_Action_Single>(actionName + "Axis"); fillType = FillImageOptions.Border; }
public override void Initialize(ActionCanvasBase actionCanvasBase) { base.Initialize(actionCanvasBase); skeleton = SteamVR_Input.GetAction <SteamVR_Action_Skeleton>("Skeleton" + actionCanvas.handType.ToString()); index = int.Parse(actionName.Replace("finger", "")); }
public Dictionary <string, SteamVR_Action_Boolean_Source> GenerateButtonInputMap() => new Dictionary <string, SteamVR_Action_Boolean_Source>() { { VRButton.Trigger, SteamVR_Input.GetAction <SteamVR_Action_Boolean>("default", "InteractUI")[SteamHand] }, { VRButton.One, SteamVR_Input.GetAction <SteamVR_Action_Boolean>("default", "InteractUI")[SteamHand] }, { VRButton.Two, SteamVR_Input.GetAction <SteamVR_Action_Boolean>("default", "Secondary")[SteamHand] }, { VRButton.Touch, SteamVR_Input.GetAction <SteamVR_Action_Boolean>("default", "JoystickPress")[SteamHand] }, { VRButton.Back, SteamVR_Input.GetAction <SteamVR_Action_Boolean>("default", "Back")[SteamHand] }, };
// Update walking with physics void FixedUpdate() { if (walkEnable.GetState(inputSource)) { Vector2 trackpad = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("Trackpad").GetAxis(SteamVR_Input_Sources.Any); Vector3 walkingMotion = new Vector3(trackpad.x * Time.fixedDeltaTime, 0.0f, trackpad.y * Time.fixedDeltaTime); player.position += new Vector3(headTransform.TransformVector(walkingMotion).x, 0.0f, headTransform.TransformVector(walkingMotion).z); } }
private void InitializeSteamVR_Actions() { grabAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("VRShooterKit", "Grab"); triggerAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("VRShooterKit", "Shoot"); primaryButtonAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("VRShooterKit", "PrimaryButton"); secondaryButtonAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("VRShooterKit", "SecondaryButton"); joystickPressAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("VRShooterKit", "JoystickPress"); joystickInputAction = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("VRShooterKit", "Joystick"); }
protected override void Awake() { base.Awake(); m_TargetSource = SteamVR_Input_Sources.RightHand; m_ClickAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("InteractUI"); m_Data = new PointerEventData(eventSystem); }
private void FixedUpdate() { _moveAxis = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("move").GetAxis(SteamVR_Input_Sources.RightHand); _run = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("run").GetState(SteamVR_Input_Sources.RightHand); if (_rig != null) { _rig.position += (_camRig.transform.right * _moveAxis.x + _camRig.transform.forward * _moveAxis.y) * Time.deltaTime; _rig.position = new Vector3(_rig.position.x, 0, _rig.position.z); } }
/// <summary> /// Checks the Tracker-Status and Updates the Position, Rotation and Velocity. /// </summary> protected override void UpdateTracker() { // Setting 'trackingOK' to false (In case we have an Error and return before the end of the method). trackingOK = false; // Check if OpenVR-System is found correctly. if (OpenVR.System == null) { Debug.LogError("<b>DHUI</b> | DroneTracking_Vive | OpenVR-System was not found."); return; } // If we didn't set the Action Pose. if (_VRTrackerActionPose == null) { // Check if there is an Active Action called "VRTracker". SteamVR_Action_Pose ap = SteamVR_Input.GetAction <SteamVR_Action_Pose>("VRTracker"); if (ap.GetActive(SteamVR_Input_Sources.Any)) { _VRTrackerActionPose = ap; droneTrackerIndex = _VRTrackerActionPose.GetDeviceIndex(SteamVR_Input_Sources.Any); } else { Debug.LogError("<b>DHUI</b> | DroneTracking_Vive | No Active VR-Tracker was found."); return; } } // Copy Position and Rotation to the 'trackedTransform' and save the Velocity. // If 'trackTransformAsLocal' is true: Copy the real tracked pose to 'trackedTransform' as localPosition & localRotation if (trackTransformAsLocal) { trackedTransform.localPosition = _VRTrackerActionPose.GetLocalPosition(SteamVR_Input_Sources.Any) - trackerToDroneOffset_Position; trackedTransform.localRotation = _VRTrackerActionPose.GetLocalRotation(SteamVR_Input_Sources.Any) * Quaternion.Euler(trackerToDroneOffset_Rotation); } // If 'trackTransformAsLocal' is false (= default): Copy the real tracked pose to 'trackedTransform' as (global) position & rotation else { trackedTransform.position = _VRTrackerActionPose.GetLocalPosition(SteamVR_Input_Sources.Any) - trackerToDroneOffset_Position; trackedTransform.rotation = _VRTrackerActionPose.GetLocalRotation(SteamVR_Input_Sources.Any) * Quaternion.Euler(trackerToDroneOffset_Rotation); } velocity = _VRTrackerActionPose.GetVelocity(SteamVR_Input_Sources.Any); // Calculate the current pose for our device. [See https://github.com/ValveSoftware/openvr/wiki/IVRSystem::GetDeviceToAbsoluteTrackingPose] TrackedDevicePose_t[] trackedDevicePoses = new TrackedDevicePose_t[OpenVR.k_unMaxTrackedDeviceCount]; OpenVR.System.GetDeviceToAbsoluteTrackingPose(ETrackingUniverseOrigin.TrackingUniverseStanding, 0.0f, trackedDevicePoses); TrackedDevicePose_t droneTrackedDevicePose = trackedDevicePoses[droneTrackerIndex]; // If the 'TrackedDevicePose' of the drone is valid, connected and running ok, we can set the 'trackingOK' to true. if (droneTrackedDevicePose.bPoseIsValid && droneTrackedDevicePose.bDeviceIsConnected && droneTrackedDevicePose.eTrackingResult == ETrackingResult.Running_OK) { trackingOK = true; } }
public void ResetToInteractbaleDefault() { input.VRActions = GlobalKeys.VR_ACTIONS_ARRAY; #if Int_Oculus || (Int_SteamVR && !Int_SteamVR2) input.triggerKey = 1; input.triggerKeyOculus = 1; input.padTop = 0; input.padTopOculus = 0; input.padLeft = 0; input.padLeftOculus = 0; input.padRight = 0; input.padRightOculus = 0; input.padBottom = 0; input.padBottomOculus = 0; input.padCentre = 0; input.padCentreOculus = 0; input.padTouch = 0; input.padTouchOculus = 0; input.gripKey = 2; input.gripKeyOculus = 2; input.menuKey = 0; input.menuKeyOculus = 0; input.AXKey = 0; input.AXKeyOculus = 0; #endif #if Int_SteamVR2 if (input.isSteamVR()) { SteamVR_Action_Boolean actionAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>(GlobalKeys.KEY_ACTION); SteamVR_Action_Boolean pickupDropAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>(GlobalKeys.KEY_PICKUP_DROP); input.booleanActions.Clear(); input.booleanActions.Add(actionAction); input.booleanActions.Add(pickupDropAction); input.triggerPressure = SteamVR_Input.GetAction <SteamVR_Action_Single>("TriggerPressure"); input.touchPosition = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("TouchPosition"); input.padTouched = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("PadTouched"); input.padPressed = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("PadPressed"); input.handType = input.IsLeftHand ? SteamVR_Input_Sources.LeftHand : SteamVR_Input_Sources.RightHand; SteamVR_Behaviour_Pose poseComp = input.GetComponent <SteamVR_Behaviour_Pose>(); if (poseComp == null) { poseComp = input.gameObject.AddComponent <SteamVR_Behaviour_Pose>(); poseComp.inputSource = input.handType; } } #endif EditorUtility.SetDirty(input); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); }
IEnumerator DoStartCoroutine() { float startTime = FsmTime.RealtimeSinceStartup; while (FsmTime.RealtimeSinceStartup - startTime <= duration.Value) { SteamVR_Input.GetAction <SteamVR_Action_Vibration>(hapticAction.Value).Execute(0, duration.Value, frequency.Value, amplitude.Value, devices); yield return(null); } Fsm.Event(sendEvent); }
// Update is called once per frame void Update() { MenuDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Menu").GetStateDown(InputSource); Menu = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Menu").GetState(InputSource); MenuUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Menu").GetStateUp(InputSource); TriggerDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabPinch").GetStateDown(InputSource); Trigger = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabPinch").GetState(InputSource); TriggerUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabPinch").GetStateUp(InputSource); TouchPadDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("TouchPad").GetStateDown(InputSource); TouchPad = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("TouchPad").GetState(InputSource); TouchPadUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("TouchPad").GetStateUp(InputSource); TouchClicDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetStateDown(InputSource); TouchClic = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetState(InputSource); TouchClicUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetStateUp(InputSource); GripDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabGrip").GetStateDown(InputSource); Grip = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabGrip").GetState(InputSource); GripUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabGrip").GetStateUp(InputSource); Squeeze = SteamVR_Input.GetSingleAction("Squeeze").GetAxis(InputSource); //Squeeze = (float)System.Math.Round(Squeeze , 2); if (Squeeze <= 0.05f) { Squeeze = 0; } TouchPos = SteamVR_Input.GetVector2Action("TouchPos").GetAxis(InputSource); //TouchPos = new Vector2 ((float)System.Math.Round(TouchPos.x , 2) , (float)System.Math.Round(TouchPos.y , 2) ); /* * if (Menu) print("Menu"); * if (MenuUp) print("MenuUp"); * if (MenuDown) print("MenuDown"); * if (Trigger) print("Trigger"); * if (TriggerUp) print("TriggerUp"); * if (TriggerDown) print("TriggerDown"); * if (TouchPad) print("TouchPad"); * if (TouchPadUp) print("TouchPadUp"); * if (TouchPadDown) print("TouchPadDown"); * if (TouchClic) print("TouchClic"); * if (TouchClicUp) print("TouchClicUp"); * if (TouchClicDown) print("TouchClicDown"); * if (Grip) print("Grip"); * if (GripUp) print("GripUp"); * if (GripDown) print("GripDown"); */ }
void Update() { if (SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetStateUp(SteamVR_Input_Sources.RightHand)) { _teleport = true; } _hasPosition = UpdatePointer(); _pointer.SetActive(_hasPosition); if (_teleport) { TryTeleport(); } }
void DoGetAngularVelocity() { switch (angularVelocityType) { case setaVelocityType.getAngularVelocity: velocity = SteamVR_Input.GetAction <SteamVR_Action_Pose>(poseAction.Value).GetVelocity(devices); break; case setaVelocityType.getLastStateAngularVelocity: velocity = SteamVR_Input.GetAction <SteamVR_Action_Pose>(poseAction.Value).GetLastVelocity(devices); break; } storeAngularVelocity = velocity; }
// Start is called before the first frame update void Start() { //create a quad a circle for gazeing in VR or mouse cursor in non VR oGazeQuad = GameObject.CreatePrimitive(PrimitiveType.Quad); oGazeQuad.transform.parent = transform; MonoBehaviour.DestroyImmediate(oGazeQuad.GetComponent <Collider>()); oCursorMaterial = Resources.Load("Cursor", typeof(Material)) as Material; oGazeQuad.GetComponent <MeshRenderer>().material = oCursorMaterial; oGazeQuad.transform.localScale = new Vector3(.38f, .38f, 1); oGazeQuad.SetActive(false); poseActionR = SteamVR_Input.GetAction <SteamVR_Action_Pose>("Pose_right_tip"); poseActionL = SteamVR_Input.GetAction <SteamVR_Action_Pose>("Pose_left_tip"); iRightHanded = 0; }
private static void InitializeActionMapping() { hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("Haptic", false); m_weaponSwitchLeftAction = SteamVR_Input.GetBooleanAction("WeaponSwitchLeft", false); m_weaponSwitchRightAction = SteamVR_Input.GetBooleanAction("WeaponSwitchRight", false); m_reloadAction = SteamVR_Input.GetBooleanAction("Reload", false); m_flashlightAction = SteamVR_Input.GetBooleanAction("ToggleFlashlight", false); m_shootAction = SteamVR_Input.GetBooleanAction("Shoot", false); m_movementAxisAction = SteamVR_Input.GetVector2Action("Movement", false); m_interactAction = SteamVR_Input.GetBooleanAction("interact", false); m_crouchAction = SteamVR_Input.GetBooleanAction("Crouch", false); m_sprintAction = SteamVR_Input.GetBooleanAction("Sprint", false); m_jumpAction = SteamVR_Input.GetBooleanAction("Jump", false); m_openMapAction = SteamVR_Input.GetBooleanAction("OpenMap", false); m_openMenuAction = SteamVR_Input.GetBooleanAction("OpenMenu", false); m_pingAction = SteamVR_Input.GetBooleanAction("Ping", false); m_openObjectivesAction = SteamVR_Input.GetBooleanAction("OpenObjectives", false); m_aimOrShoveAction = SteamVR_Input.GetBooleanAction("AimOrShove", false); m_pushToTalkAction = SteamVR_Input.GetBooleanActionFromPath("/actions/default/in/PushToTalk"); boolActions = new Dictionary <InputAction, SteamVR_Action_Boolean> { { InputAction.Jump, m_jumpAction }, { InputAction.Use, m_interactAction }, { InputAction.Aim, m_aimOrShoveAction }, { InputAction.ToggleObjectives, m_openObjectivesAction }, { InputAction.Fire, m_shootAction }, { InputAction.Run, m_sprintAction }, { InputAction.Crouch, m_crouchAction }, { InputAction.Reload, m_reloadAction }, { InputAction.VoiceChatPushToTalk, m_pushToTalkAction }, { InputAction.NavMarkerPing, m_pingAction }, { InputAction.TerminalUp, m_weaponSwitchLeftAction }, { InputAction.TerminalDown, m_weaponSwitchRightAction }, { InputAction.TerminalExit, m_reloadAction }, { InputAction.MenuClick, m_shootAction }, //{ InputAction.MenuClickAlternate, interactAction }, { InputAction.MenuExit, m_reloadAction }, { InputAction.MenuToggle, m_openMenuAction }, { InputAction.ToggleMap, m_openMapAction }, { InputAction.Flashlight, m_flashlightAction }, }; }
public void ResetToInteractbaleDefault() { input.VRActions = new string[] { "NONE", "ACTION", "PICKUP_DROP" }; input.triggerKey = 1; input.padTop = 0; input.padLeft = 0; input.padRight = 0; input.padBottom = 0; input.padCentre = 0; input.padTouch = 0; input.gripKey = 2; input.menuKey = 0; input.primaryKey = 0; input.secondaryKey = 0; #if Int_SteamVR2 if (input.isSteamVR()) { SteamVR_Action_Boolean actionAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("ACTION"); SteamVR_Action_Boolean pickupDropAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("PICKUP_DROP"); input.booleanActions.Clear(); input.booleanActions.Add(actionAction); input.booleanActions.Add(pickupDropAction); input.triggerPressure = SteamVR_Input.GetAction <SteamVR_Action_Single>("TriggerPressure"); input.touchPosition = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("TouchPosition"); input.padTouched = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("PadTouched"); input.padPressed = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("PadPressed"); input.handType = input.LeftHand ? SteamVR_Input_Sources.LeftHand : SteamVR_Input_Sources.RightHand; SteamVR_Behaviour_Pose poseComp = input.GetComponent <SteamVR_Behaviour_Pose>(); if (poseComp == null) { poseComp = input.gameObject.AddComponent <SteamVR_Behaviour_Pose>(); poseComp.inputSource = input.handType; } } #endif EditorUtility.SetDirty(input); EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); }