// Update is called once per frame
 void Update()
 {
     if (VRInputHandler.OnButtonDown(VRInputHandler.INTERACT_LEFT))
     {
         TryGrab(VRReferences.LeftHand, radius, ref leftHandObj, false);
     }
     else if (VRInputHandler.OnButtonUp(VRInputHandler.INTERACT_LEFT))
     {
         if (leftHandObj)
         {
             leftHandObj.Release(VRReferences.LeftHand.position - lastPosLeft);
             leftHandObj = null;
         }
     }
     if (VRInputHandler.OnButtonDown(VRInputHandler.INTERACT_RIGHT))
     {
         TryGrab(VRReferences.RightHand, radius, ref rightHandObj);
     }
     else if (VRInputHandler.OnButtonUp(VRInputHandler.INTERACT_RIGHT))
     {
         if (rightHandObj)
         {
             rightHandObj.Release(VRReferences.RightHand.position - lastPosRight);
             rightHandObj = null;
         }
     }
     lastPosLeft  = VRReferences.LeftHand.position;
     lastPosRight = VRReferences.RightHand.position;
 }
Exemple #2
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 // Update is called once per frame
 void Update()
 {
     if (gun && VRInputHandler.OnButtonUp(VRInputHandler.SHOOT))
     {
         gun.Shoot();
     }
 }
Exemple #3
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    // Update is called once per frame
    void Update()
    {
        if (VRInputHandler.OnButtonUp(VRInputHandler.DEBUG_RESTART_SCENE))
        {
            SceneLoader.ReloadScene();
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            LevelManager.StartGame();
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (shieldsInWorld < maxLevel && VRInputHandler.OnButtonDown(VRInputHandler.CREATE_SHIELD))
        {
            if (text)
            {
                Destroy(text.gameObject);
                text = null;
            }

            ShieldGrid shields = GameObject.Instantiate(shieldGridPrefab);
            Vector3    fwd     = -VRReferences.Head.position + VRReferences.LeftHand.position;
            fwd.y = 0;
            if (fwd.magnitude == 0)
            {
                fwd = VRReferences.Head.forward;
            }
            fwd.Normalize();
            shields.transform.position = VRReferences.LeftHand.position + fwd * spawnDistance;
            shields.transform.forward  = fwd;
            shields.Init(this);
            shieldsInWorld++;
        }
    }
 private void Awake()
 {
     SetUpActions();
     Instance = this;
 }