private void HandAttachedUpdate(Hand hand) { if (isAutomaic) { if (SteamVR_Input.GetState("Shoot", hand.handType)) { Shoot(); } if (Input.GetKey(KeyCode.K)) { Shoot(); } } else { if (SteamVR_Input.GetStateDown("Shoot", hand.handType)) { Shoot(); } if (Input.GetKeyDown(KeyCode.K)) { Shoot(); } } }
// Update is called once per frame void Update() { touch = SteamVR_Input.GetState("Maze", "ray", steamVR_Behaviour_Boolean.inputSource); this.GetComponent <LineRenderer>().enabled = touch; if (touch) { Ray ray = new Ray(transform.position, transform.forward); //Debug.DrawLine(this.transform.position, this.transform.position + transform.forward * 2, Color.yellow); lineRenderer = GetComponent <LineRenderer>(); lineRenderer.SetPosition(0, ray.origin); lineRenderer.SetPosition(1, ray.origin + ray.direction * linelen); RaycastHit hit; if (Physics.Raycast(ray, out hit, linelen)) { if (hit.collider.gameObject.tag == "magic") { hit.collider.gameObject.SetActive(false); Magic++; } /*else if(hit.collider.gameObject.tag == "obstacle") * { * hit.collider.gameObject.SetActive(false); * }*/ } } }
// Update is called once per frame void Update() { Debug.Log(SteamVR_Input.GetState("/actions/htc_viu/in/viu_press_00", SteamVR_Input_Sources.LeftHand)); /* if (SteamVR_Input.GetState("/actions/htc_viu/in/viu_press_00")) { * Debug.Log("Hello"); * }*/ }
// Update is called once per frame void Update() { // If lefthand trigger held down if (SteamVR_Input.GetState("GrabPinch", leftHand)) { // Calculate movement of 2D Object CalculateMovement(); } }
// Update is called once per frame void Update() { if (standard_low.transform.position.y < -10) { img.close = 1; audioP.enabled = false; } isTrigger = SteamVR_Input.GetState("Maze", "hold", steamVR_Behaviour_Boolean.inputSource); //Move(); //start = true; //prevD = Vector3.Distance(standard_low.transform.position, new Vector3(0, 0, 0)); //Debug.Log(isTrigger); if (start) { Move(); standard_low.transform.rotation = Q; } else { if (isTrigger) { //Debug.Log("innn"); //All.transform.position = new Vector3(cam.transform.position.x + 2, cam.transform.position.y + 3f, cam.transform.position.z - 3); //All.transform.rotation = new Quaternion(0, cam.transform.rotation.y, 0, 0); standard_low.transform.position = new Vector3(cam.transform.position.x, cam.transform.position.y, cam.transform.position.z); //All.transform.position = standard_low.transform.position + bias; x = standard_low.transform.position.x - this.transform.position.x; //x = 0; y = standard_low.transform.position.y - this.transform.position.y; //y = 1; z = standard_low.transform.position.z - this.transform.position.z; //z = 0; //this.transform.position = new Vector3(standard_low.transform.position.x, standard_low.transform.position.y, standard_low.transform.position.z); //All.transform.position = new Vector3(cam.transform.position.x + 2, cam.transform.position.y + 4f, cam.transform.position.z - 6); start = true; prevD = Vector3.Distance(standard_low.transform.position, new Vector3(0, 0, 0)); } } if (move) { move0.transform.position += (move0.transform.forward * 1.25f + move0.transform.up) * Time.deltaTime * 2; standard_low.transform.position += (move0.transform.forward * 1.3f + move0.transform.up) * Time.deltaTime * 2; } if (move0.transform.position.y >= move1.transform.position.y) { //move0.transform.position = move1.transform.position; //standard_low.transform.position = move0.transform.position + new Vector3(0, 0.5f, 0); move = false; } }
// Update is called once per frame void Update() { if (grab.GetStateUp(pose.inputSource)) { Drop(); holding = false; driving = false; } if (!SteamVR_Input.GetState("Point", SteamVR_Input_Sources.RightHand) && !SteamVR_Input.GetState("GrabPinch", SteamVR_Input_Sources.RightHand)) { GameObject coll = updatePointer(); pointerSphere.SetActive(coll != null); if (coll != null && SteamVR_Input.GetState("Select", SteamVR_Input_Sources.RightHand)) { player.transform.rotation = Quaternion.LookRotation(-1 * coll.transform.right, ship.transform.forward); } } else { pointerSphere.SetActive(false); } /* * * JoyStick control... perhaps checkout upgrading to circular drive with to axes.. * */ if (driving) { if (grab.GetState(pose.inputSource)) { Vector3 difference = joystick.transform.position - transform.position; if (Vector3.Magnitude(difference) < 1) { Quaternion rot = Quaternion.LookRotation(-1 * difference, Vector3.Cross(Vector3.right, difference)); joystick.transform.rotation = rot; } else { driving = false; joystick.transform.localRotation = Quaternion.Euler(0, 0, 0); } } else { driving = false; joystick.transform.localRotation = Quaternion.Euler(0, 0, 0); } } }
bool IsInputActive() { if (VRIsActive) { return(SteamVR_Input.GetState("TrackpadActive", SteamVR_Input_Sources.LeftHand)); } else { return(Input.GetMouseButton(1)); } }
private void OnTriggerStay(Collider other) { if (other.name == "StartButton") { start = SteamVR_Input.GetState("LookLetter", "PressStart", behaviour_Boolean.inputSource); if (start) { startButton.onClick.Invoke(); } } }
private void OnTriggerStay(Collider other) { if (SteamVR_Input.GetState("HoldHandle", "Hold", bb.inputSource) && !isPut) { transform.SetParent(phonograph.transform); transform.localPosition = locationOnPlatform; transform.localRotation = Quaternion.Euler(rotationOnPlatform); particle.SetActive(false); isPut = true; } }
private void OnTriggerStay(Collider other) { if (SteamVR_Input.GetState("HoldHandle", "Hold", bb.inputSource) && other.name == "HandleHead" && ControlCD.isPut) { handleOrigin.transform.localRotation = Quaternion.Euler(originRotation.x, originRotation.y, ComputeAngle()); isHold = true; } if (!SteamVR_Input.GetState("HoldHandle", "Hold", bb.inputSource)) { isHold = false; } }
//Prende collider para poder agarrar joyas, abrir puertas, etc. void Grabbing() { isTriggered = SteamVR_Input.GetState("isGrabbinRight", hand.handType); if (isTriggered) { grabCollider.SetActive(true); } else { grabCollider.SetActive(false); } }
private void OnTriggerStay(Collider other) { if (other.name == "Letter") { take = SteamVR_Input.GetState("LookLetter", "Take", behaviour_Boolean.inputSource); if (take) { gameAction.GetComponent <StartToSavePrincess>().MyPrincessDontWorry(); taking = true; } else if (taking) { taking = false; } } }
//Controller actions #region void ToolControllerAction() { toolTrackPos = SteamVR_Input.GetVector2(trackPadPos_tool, SteamVR_Input_Sources.Any, true); toolTrackDown = SteamVR_Input.GetStateDown(trackPadClick_tool, SteamVR_Input_Sources.Any, true); toolTrack = SteamVR_Input.GetState(trackPadClick_tool, SteamVR_Input_Sources.Any, true); if (SteamVR_Input.GetStateDown(triggerClick_tool, SteamVR_Input_Sources.Any, true)) { toolSet.TriggerDown(); } else if (toolTrackDown && toolTrackPos.y < 0.5f && toolTrackPos.y > -0.5f) { if (toolTrackPos.x < -0.5f) { toolSet.PadRight(Button.release); toolSet.PadLeft(Button.press); toolPressed = true; } else if (toolTrackPos.x > 0.5f) { toolSet.PadLeft(Button.release); toolSet.PadRight(Button.press); toolPressed = true; } } else if (toolTrackDown && toolTrackPos.x < 0.5f && toolTrackPos.x > -0.5f) { if (toolTrackPos.y < -0.5f) { toolSet.PadDown(); } else if (toolTrackPos.y > 0.5f) { toolSet.PadUp(); } } if (!toolTrack && toolPressed) { toolSet.PadLeft(Button.release); toolSet.PadRight(Button.release); toolPressed = false; } }
private void Update() { if (!_interactableObject.IsGrabbing) { return; } bool state = SteamVR_Input.GetState("GrabPinch", SteamVR_Input_Sources.RightHand, true); if (state) { if (_currFirePause <= 0) { FireBullet(); _currFirePause = FIRE_PAUSE; } _currFirePause -= Time.deltaTime; } else { _currFirePause = 0; } WeaponBody.transform.localRotation = Quaternion.Lerp(WeaponBody.transform.localRotation, _defaultRotation, _recoilRecoverSpeed * Time.deltaTime); return; //For single shooting bool stateDown = SteamVR_Input.GetStateDown("GrabPinch", SteamVR_Input_Sources.RightHand); if (stateDown) { FireBullet(); } //TODO Добавить помимо поворота при отдаче и смещение оружия WeaponBody.transform.localRotation = Quaternion.Lerp(WeaponBody.transform.localRotation, _defaultRotation, _recoilRecoverSpeed * Time.deltaTime); if (interactable.isHovering != lastHovering) //save on the .tostrings a bit { lastHovering = interactable.isHovering; } }
void SteeringControllerAction() { steeringTrackPos = SteamVR_Input.GetVector2(trackPadPos_steering, SteamVR_Input_Sources.Any, true); steeringTrackDown = SteamVR_Input.GetStateDown(trackPadClick_steering, SteamVR_Input_Sources.Any, true); steeringTrack = SteamVR_Input.GetState(trackPadClick_steering, SteamVR_Input_Sources.Any, true); if (SteamVR_Input.GetStateDown(triggerClick_steering, SteamVR_Input_Sources.Any, true)) { behaviourTool.Engage(); steeringTriggerDown = true; } else if (steeringTrackDown && steeringTrackPos.y < 0.5f && steeringTrackPos.y > -0.5f) { if (steeringTrackPos.x < -0.5f) { behaviourTool.ChangePart(PlacementBehaviour.ToolsetControls.Left); } else if (steeringTrackPos.x > 0.5f) { behaviourTool.ChangePart(PlacementBehaviour.ToolsetControls.Right); } } else if (steeringTrack && steeringTrackPos.x < 0.5f && steeringTrackPos.x > -0.5f) { if (steeringTrackPos.y < -0.5f) { behaviourTool.ScrollPart(PlacementBehaviour.ToolsetControls.Down); } else if (steeringTrackPos.y > 0.5f) { behaviourTool.ScrollPart(PlacementBehaviour.ToolsetControls.Up); } } if (!SteamVR_Input.GetState(triggerClick_steering, SteamVR_Input_Sources.Any, true) && steeringTriggerDown) { behaviourTool.DisEngage(); steeringTriggerDown = false; } }
void Update() { rTriggerState = SteamVR_Input.GetState("InteractUI", SteamVR_Input_Sources.RightHand); lTriggerState = SteamVR_Input.GetState("InteractUI", SteamVR_Input_Sources.LeftHand); if (lTriggerState && selectedHand == "right") { selectedHand = "left"; pStateController.SelectHand("left"); } else if (rTriggerState && selectedHand == "left") { selectedHand = "right"; pStateController.SelectHand("right"); } selectedTriggerState = (selectedHand == "right") ? rTriggerState : lTriggerState; if (selectedTriggerState == true) { if (EventSystem.current.currentSelectedGameObject != null) { ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, new BaseEventData(EventSystem.current), ExecuteEvents.submitHandler); } } x_ButtonState = SteamVR_Input.GetState("ResetHeight", SteamVR_Input_Sources.LeftHand); if (x_ButtonState == true) { player.transform.localScale = Vector3.one * (playerHeight / player.eyeHeight); } if (itemAttached && itemAttached.CompareTag("popcan")) { popcanBehaviour pb = itemAttached.GetComponent <popcanBehaviour>(); if (hand.currentAttachedObject == null) { pb.inHand = false; pb.ResetMaterial(); } else { pb.inHand = true; } } if (itemAttached && itemAttached.CompareTag("bomb")) { bombBehaviour bb = itemAttached.GetComponent <bombBehaviour>(); if (hand.currentAttachedObject == null) { bb.inHand = false; } else { bb.hand = hand; bb.inHand = true; bb.triggerPressed = rTriggerState; } } //itemAttached = hand.currentAttachedObject; if (itemAttached && itemAttached.CompareTag("spray")) { sprayCan sc = itemAttached.GetComponent <sprayCan>(); sc.inHand = false; if (gameObject.GetComponent <Hand>().currentAttachedObject != null) { sc.inHand = true; } sc.TriggerState(rTriggerState); } if (itemAttached && itemAttached.CompareTag("fence")) { fenceTool fence = itemAttached.GetComponent <fenceTool>(); if (gameObject.GetComponent <Hand>().currentAttachedObject == null) { fence.inHand = false; } else { fence.inHand = true; } } itemAttached = gameObject.GetComponent <Hand>().currentAttachedObject; pauseButtonState = SteamVR_Input.GetState("Pause", SteamVR_Input_Sources.LeftHand); if (pauseButtonState == true) { if (GameManager.gm.paused) { GameManager.gm.paused = false; GameManager.gm.UnPaused(); } else { GameManager.gm.paused = true; GameManager.gm.Paused(); } } }
void Update() { Debug.Log("Training Index: " + trainingIndex); switch (trainingIndex) { case 0: bool leftTurn = SteamVR_Input.GetState("SnapTurnLeft", SteamVR_Input_Sources.LeftHand) || SteamVR_Input.GetState("SnapTurnLeft", SteamVR_Input_Sources.RightHand); bool rightTurn = SteamVR_Input.GetState("SnapTurnRight", SteamVR_Input_Sources.LeftHand) || SteamVR_Input.GetState("SnapTurnRight", SteamVR_Input_Sources.RightHand); if (leftTurn && !completedLeft) { message = "Turn your head Right by pressing right on the thumb sticks"; UpdateText(message); completedLeft = true; } else if (rightTurn && !completedRight) { message = "Turn your head Left by pressing left on the thumb sticks"; UpdateText(message); completedRight = true; } else if (completedLeft && completedRight) { message = "Great job, now let's try movement"; UpdateText(message); trainingIndex++; } else if (!completedLeft && !completedRight) { message = "Turn your head using the thumb sticks"; UpdateText(message); } break; case 1: if (waitTime <= 0) { if (!gameEnabled) { teleportArea.SetActive(true); SetActiveRecursively(teleportArea, true); teleporting.SetActive(true); gameEnabled = true; } bool teleported = SteamVR_Input.GetState("Teleport", SteamVR_Input_Sources.LeftHand) || SteamVR_Input.GetState("Teleport", SteamVR_Input_Sources.RightHand); if (triedTeleporting && !teleported && originalPosition != this.gameObject.transform.position) { teleportCount++; triedTeleporting = false; waitTime = 0.5f; } if (teleported) { triedTeleporting = true; originalPosition = this.gameObject.transform.position; } if (teleportCount == 0) { message = "Try Teleporting around the room by pressing the thumbstick forward"; UpdateText(message); } else if (teleportCount >= 0 && teleportCount < 3) { message = "Try Teleporting " + (3 - teleportCount).ToString() + " times to get used to teleporting around the room"; UpdateText(message); } else if (teleportCount == 3) { message = "Great job, now let's try sorting recycling. Press the green button on the pedastal to begin once you are ready"; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; gameEnabled = false; } } else { waitTime -= Time.deltaTime; } break; case 2: if (waitTime <= 0) { if (!gameEnabled) { SetActiveRecursively(startPedestal, true); blueBin.SetActive(true); gameEnabled = true; } if (gm.waveIndex == 1) { message = "Great job, now let's try sorting contaminants."; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; gameEnabled = false; } } else { waitTime -= Time.deltaTime; } break; case 3: if (waitTime <= 0) { if (!gameEnabled) { redBin.SetActive(true); gameEnabled = true; } if (gm.waveIndex == 2) { message = "Great, ready for a special item?"; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; gameEnabled = false; } } else { waitTime -= Time.deltaTime; } break; case 4: if (waitTime <= 0) { if (!gameEnabled) { redBin.SetActive(true); gameEnabled = true; } if (gm.waveIndex == 3) { message = "Great job, now let's try tools"; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; gameEnabled = false; } } else { waitTime -= Time.deltaTime; } break; case 5: if (waitTime <= 0) { if (!gameEnabled) { SetActiveRecursively(shop, true); gameEnabled = true; } if (gm.waveIndex == 4) { message = "Great job, now let's try a bomb"; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; gameEnabled = false; } } else { waitTime -= Time.deltaTime; } break; case 6: if (waitTime <= 0) { if (gm.waveIndex == 5) { message = "Great job, now let's try disenfecting items"; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; } } else { waitTime -= Time.deltaTime; } break; case 7: if (waitTime <= 0) { if (gm.waveIndex == 6) { message = "Great job, the Tutorial is complete!"; UpdateText(message); trainingIndex++; waitTime = baseWaitTime; } } else { waitTime -= Time.deltaTime; } break; case 8: SceneManager.LoadScene("MainMenu"); break; default: break; } }