private static void StartPreInitActionSets() { SteamVR_Actions.p_vrtk = ((SteamVR_Input_ActionSet_vrtk)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_vrtk>("/actions/vrtk"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.vrtk }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_Controls = ((SteamVR_Input_ActionSet_Controls)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Controls>("/actions/Controls"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.Controls }; }
/// <summary> /// Returns all of the action sets. If we're in the editor, doesn't rely on the actionSets field being filled. /// </summary> public static SteamVR_ActionSet[] GetActionSets() { if (Application.isPlaying) { return(actionSets); } else { #if UNITY_EDITOR string[] assetGuids = UnityEditor.AssetDatabase.FindAssets("t:" + typeof(SteamVR_ActionSet).FullName); if (assetGuids.Length > 0) { SteamVR_ActionSet[] assets = new SteamVR_ActionSet[assetGuids.Length]; for (int assetIndex = 0; assetIndex < assets.Length; assetIndex++) { string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assetGuids[assetIndex]); assets[assetIndex] = UnityEditor.AssetDatabase.LoadAssetAtPath <SteamVR_ActionSet>(assetPath); } return(assets); } return(new SteamVR_ActionSet[0]); #else return(null); #endif } }
private static void StartPreInitActionSets() { SteamVR_Actions.p_LLRV = ((SteamVR_Input_ActionSet_LLRV)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_LLRV>("/actions/LLRV"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.LLRV }; }
/// <summary> /// Updates the states of all the non visual actions (boolean, single, vector2, vector3) for a given input source (left hand / right hand / any) /// </summary> /// <param name="inputSource"></param> public static void UpdateNonVisualActions(SteamVR_Input_Sources inputSource) { if (initialized == false) { return; } for (int actionSetIndex = 0; actionSetIndex < actionSets.Length; actionSetIndex++) { SteamVR_ActionSet set = actionSets[actionSetIndex]; if (set.IsActive()) { for (int actionIndex = 0; actionIndex < set.nonVisualInActions.Length; actionIndex++) { SteamVR_Action_In actionIn = set.nonVisualInActions[actionIndex] as SteamVR_Action_In; if (actionIn != null) { actionIn.UpdateValue(inputSource); } } } } }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_Mech = ((SteamVR_Input_ActionSet_Mech)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Mech>("/actions/Mech"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.Mech }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_Study = ((SteamVR_Input_ActionSet_Study)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Study>("/actions/Study"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.Study }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_VRIF = ((SteamVR_Input_ActionSet_VRIF)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_VRIF>("/actions/VRIF"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.VRIF }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_main = ((SteamVR_Input_ActionSet_main)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_main>("/actions/main"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.main }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_Psyia = ((SteamVR_Input_ActionSet_Psyia)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Psyia>("/actions/Psyia"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.Psyia }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_conductor = ((SteamVR_Input_ActionSet_conductor)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_conductor>("/actions/conductor"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.conductor }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_NewSet = ((SteamVR_Input_ActionSet_NewSet)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_NewSet>("/actions/NewSet"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.NewSet }; }
/// <summary> /// Disable all known action sets. /// </summary> public static void DisableAllActionSets() { for (int actionSetIndex = 0; actionSetIndex < SteamVR_Input.actionSets.Length; actionSetIndex++) { SteamVR_ActionSet set = SteamVR_Input.actionSets[actionSetIndex]; set.Deactivate(); } }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"); SteamVR_Input.actionSets = new SteamVR_ActionSet[] { SteamVR_Actions._default }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_PrimaryGunHand = ((SteamVR_Input_ActionSet_PrimaryGunHand)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_PrimaryGunHand>("/actions/PrimaryGunHand"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.PrimaryGunHand }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_mixedreality = ((SteamVR_Input_ActionSet_mixedreality)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_mixedreality>("/actions/mixedreality"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.mixedreality }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_TiltBrush = ((SteamVR_Input_ActionSet_TiltBrush)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_TiltBrush>("/actions/TiltBrush"))); SteamVR_Actions.p_mixedreality = ((SteamVR_Input_ActionSet_mixedreality)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_mixedreality>("/actions/mixedreality"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.TiltBrush, SteamVR_Actions.mixedreality }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_Master_Thesis = ((SteamVR_Input_ActionSet_Master_Thesis)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Master_Thesis>("/actions/Master_Thesis"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.Master_Thesis }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_InventorySystem = ((SteamVR_Input_ActionSet_InventorySystem)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_InventorySystem>("/actions/InventorySystem"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.InventorySystem }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_VrDrivingGame = ((SteamVR_Input_ActionSet_VrDrivingGame)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_VrDrivingGame>("/actions/VrDrivingGame"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.VrDrivingGame }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_main = ((SteamVR_Input_ActionSet_main)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_main>("/actions/main"))); SteamVR_Actions.p_driving = ((SteamVR_Input_ActionSet_driving)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_driving>("/actions/driving"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.main, SteamVR_Actions.driving }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_Valheim = ((SteamVR_Input_ActionSet_Valheim)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Valheim>("/actions/Valheim"))); SteamVR_Actions.p_LaserPointers = ((SteamVR_Input_ActionSet_LaserPointers)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_LaserPointers>("/actions/LaserPointers"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.Valheim, SteamVR_Actions.LaserPointers }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_Walk = ((SteamVR_Input_ActionSet_Walk)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Walk>("/actions/Walk"))); SteamVR_Actions.p_Fly = ((SteamVR_Input_ActionSet_Fly)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Fly>("/actions/Fly"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.Walk, SteamVR_Actions.Fly }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_platformer = ((SteamVR_Input_ActionSet_platformer)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_platformer>("/actions/platformer"))); SteamVR_Actions.p_buggy = ((SteamVR_Input_ActionSet_buggy)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_buggy>("/actions/buggy"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.platformer, SteamVR_Actions.buggy}; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_startview = ((SteamVR_Input_ActionSet_startview)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_startview>("/actions/startview"))); SteamVR_Actions.p_pointcloudview = ((SteamVR_Input_ActionSet_pointcloudview)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_pointcloudview>("/actions/pointcloudview"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.startview, SteamVR_Actions.pointcloudview }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p__default = ((SteamVR_Input_ActionSet_default)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_default>("/actions/default"))); SteamVR_Actions.p_menu = ((SteamVR_Input_ActionSet_menu)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_menu>("/actions/menu"))); SteamVR_Actions.p_graph = ((SteamVR_Input_ActionSet_graph)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_graph>("/actions/graph"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions._default, SteamVR_Actions.menu, SteamVR_Actions.graph }; }
/// <summary> /// Updates the states of all the visual actions (pose / skeleton) /// </summary> /// <param name="skipStateAndEventUpdates">Controls whether or not events are fired from this update call</param> public static void UpdateVisualActions(bool skipStateAndEventUpdates = false) { if (initialized == false) { return; } SteamVR_ActionSet.UpdateActionSetsState(); UpdatePoseActions(skipStateAndEventUpdates); UpdateSkeletonActions(skipStateAndEventUpdates); }
private static void StartPreInitActionSets() { SteamVR_Actions.p_DNArv_ProyectoC = ((SteamVR_Input_ActionSet_DNArv_ProyectoC)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_DNArv_ProyectoC>("/actions/DNArv_ProyectoC"))); SteamVR_Actions.p_platformer = ((SteamVR_Input_ActionSet_platformer)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_platformer>("/actions/platformer"))); SteamVR_Actions.p_buggy = ((SteamVR_Input_ActionSet_buggy)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_buggy>("/actions/buggy"))); SteamVR_Actions.p_mixedreality = ((SteamVR_Input_ActionSet_mixedreality)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_mixedreality>("/actions/mixedreality"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.DNArv_ProyectoC, SteamVR_Actions.platformer, SteamVR_Actions.buggy, SteamVR_Actions.mixedreality }; }
private static void StartPreInitActionSets() { SteamVR_Actions.p_Project3D = ((SteamVR_Input_ActionSet_Project3D)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_Project3D>("/actions/Project3D"))); SteamVR_Actions.p_platformer = ((SteamVR_Input_ActionSet_platformer)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_platformer>("/actions/platformer"))); SteamVR_Actions.p_buggy = ((SteamVR_Input_ActionSet_buggy)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_buggy>("/actions/buggy"))); SteamVR_Actions.p_mixedreality = ((SteamVR_Input_ActionSet_mixedreality)(SteamVR_ActionSet.Create <SteamVR_Input_ActionSet_mixedreality>("/actions/mixedreality"))); Valve.VR.SteamVR_Input.actionSets = new Valve.VR.SteamVR_ActionSet[] { SteamVR_Actions.Project3D, SteamVR_Actions.platformer, SteamVR_Actions.buggy, SteamVR_Actions.mixedreality }; }