Esempio n. 1
0
        public static List <InputDevice> GetSimulated6DOFs()
        {
            var devices = new List <InputDevice>();

#if UNITY_2019_3_OR_NEWER
            InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.Simulated6DOF, devices);
#else
            InputDevices.GetDevicesWithRole(InputDeviceRole.Unknown, devices);
#endif
            return(devices);
        }
Esempio n. 2
0
        public static List <InputDevice> GetRights()
        {
            var devices = new List <InputDevice>();

#if UNITY_2019_3_OR_NEWER
            InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.Right, devices);
#else
            InputDevices.GetDevicesWithRole(InputDeviceRole.RightHanded, devices);
#endif
            return(devices);
        }
Esempio n. 3
0
 void OnEnable()
 {
     InputDevices.deviceConnected    += OnDeviceConnected;
     InputDevices.deviceDisconnected += OnDeviceDisconnected;
     Application.onBeforeRender      += OnBeforeRender;
     InputDevices.GetDevicesWithRole(role, devices);
     if (devices.Count > 0)
     {
         OnDeviceConnected(devices[0]);
     }
 }
        void Check()
        {
            InputDevices.GetDevicesWithRole(deviceRole, _devices);

            if (controller.activeInHierarchy && _devices.Count == 0)
            {
                controller.SetActive(false);
            }
            else if (!controller.activeInHierarchy && _devices.Count > 0)
            {
                controller.SetActive(true);
            }
        }
    void ShowDeviceNames()
    {
        string displayTextAccumulator = role + ": ";

        List <InputDevice> inputDevices = new List <InputDevice>();

        InputDevices.GetDevicesWithRole(role, inputDevices);

        foreach (InputDevice device in inputDevices)
        {
            displayTextAccumulator += (device.name + ", ");
        }
        listText.text = displayTextAccumulator;
    }
Esempio n. 6
0
 void Update()
 {
     InputDevices.GetDevicesWithRole(inputDeviceRole, _inputDevices);
     _inputDevices.ForEach((d) => {
         if (d.TryGetFeatureValue(_selectedFeature, out _inputValue) && _inputValue)
         {
             if (!_isPressed)
             {
                 _isPressed = true;
                 OnPress.Invoke();
             }
         }
         else if (_isPressed)
         {
             _isPressed = false;
             OnRelease.Invoke();
         }
     });
 }
    //probably an opportinuty for imporvement, since I'm getting the controller and checking if it exists for every button
    public static bool ButtonCheck(InputDeviceRole role, CommonFeaturesString inputFeatureUsage)
    {
        var device = new List <InputDevice>();

        InputDevices.GetDevicesWithRole(role, device);

        if (device.Count > 0)
        {
            if (device[0].TryGetFeatureValue(GetFeature(inputFeatureUsage), out bool controlValue))
            {
                return(controlValue);
            }
            else
            {
                Debug.LogError("Match3_Cube: attempted to get a button which is not acessible on this controller!");
                return(false);
            }
        }
        return(false);
    }
    void Check()
    {
        // get the tracked devices for the specified role
        InputDevices.GetDevicesWithRole(deviceRole, devices);

        // if the controller was being shown, and it's not found...
        if (gameObj.activeInHierarchy && devices.Count == 0)
        {
            // disable unused controller
            gameObj.SetActive(false);
        }


        // if the controller was hidden, and now it's found
        else if (!gameObj.activeInHierarchy && devices.Count > 0)
        {
            // enable controller
            gameObj.SetActive(true);
        }
    }
Esempio n. 9
0
    void Start()
    {
        // put the controllers into an array
        controllerArray.Add(RightController);
        controllerArray.Add(LeftController);

        var vrDevices = new List <InputDevice>(); // temp array

        // get right hand
        InputDevices.GetDevicesWithRole(InputDeviceRole.RightHanded, vrDevices);
        if (vrDevices.Count > 0)
        {
            controllerDeviceArray.Add(vrDevices[0]);
        }

        // get left hand
        InputDevices.GetDevicesWithRole(InputDeviceRole.LeftHanded, vrDevices);
        if (vrDevices.Count > 0)
        {
            controllerDeviceArray.Add(vrDevices[0]);
        }
    }
        private InputDevice GetDevice()
        {
            if (_device.isValid)
            {
                return(_device);
            }
            if (role == InputDeviceRole.Unknown)
            {
                return(_device);
            }

            List <InputDevice> devices = new List <InputDevice> ();

            InputDevices.GetDevicesWithRole(role, devices);

            if (devices.Count > 0 && devices[0].isValid)
            {
                _device = devices[0];
            }

            return(_device);
        }
    // Update is called once per frame
    // Logic for LipSync_Demo
    void Update()
    {
        if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha1))
        {
            targetSet = 0;
            SetCurrentTarget();
        }
        else if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha2))
        {
            targetSet = 1;
            SetCurrentTarget();
        }
        else if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha3))
        {
            targetSet = 2;
            SetCurrentTarget();
        }
        else if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha4))
        {
            targetSet = 3;
            SetCurrentTarget();
        }
        else if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha5))
        {
            targetSet = 4;
            SetCurrentTarget();
        }
        else if (UnityEngine.Input.GetKeyDown(KeyCode.Alpha6))
        {
            targetSet = 5;
            SetCurrentTarget();
        }
        // Close app
        if (UnityEngine.Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        // VR controllers: primary buttons scrolls forward, secondary backwards
#if UNITY_2019_1_OR_NEWER
        var inputDevices = new List <InputDevice>();
#if UNITY_2019_3_OR_NEWER
        InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.HeldInHand, inputDevices);
#else
        InputDevices.GetDevicesWithRole(InputDeviceRole.RightHanded, inputDevices);
#endif
        var primaryButtonPressed   = false;
        var secondaryButtonPressed = false;
        foreach (var device in inputDevices)
        {
            bool boolValue;
            if (device.TryGetFeatureValue(CommonUsages.primaryButton, out boolValue) && boolValue)
            {
                primaryButtonPressed = true;
            }
            if (device.TryGetFeatureValue(CommonUsages.secondaryButton, out boolValue) && boolValue)
            {
                secondaryButtonPressed = true;
            }
        }
        if (primaryButtonPressed && !XRButtonBeingPressed)
        {
            targetSet++;
            if (targetSet >= maxTarget)
            {
                targetSet = 0;
            }
            SetCurrentTarget();
        }
        if (secondaryButtonPressed && !XRButtonBeingPressed)
        {
            targetSet--;
            if (targetSet < 0)
            {
                targetSet = maxTarget - 1;
            }
            SetCurrentTarget();
        }
        XRButtonBeingPressed = primaryButtonPressed || secondaryButtonPressed;
#endif
    }
Esempio n. 12
0
        // Update is called once per frame
        void Update()
        {
            InputDevices.GetDevicesWithRole(chosenRole, devices);

            foreach (InputDevice device in devices)
            {
                device.TryGetFeatureValue(CommonUsages.trigger, out closeness);
                handController.SetFloat("Closeness", closeness);
            }

            if (_currentGrabObject == null)
            {
                Collider[] colliders = Physics.OverlapSphere(transform.position, grabDistance);
                if (colliders.Length > 0)
                {
                    foreach (Collider c in colliders)
                    {
                        if (closeness > 0 && c.transform.CompareTag(grabTag))
                        {
                            Debug.Log("Grabed object tag: " + c.gameObject.name);
                            if (_isGrabbing)
                            {
                                return;
                            }
                            _isGrabbing = true;

                            c.transform.SetParent(transform);

                            if (c.GetComponent <Rigidbody>() == null)
                            {
                                c.gameObject.AddComponent <Rigidbody>();
                            }

                            c.GetComponent <Rigidbody>().isKinematic = true;

                            _currentGrabObject = colliders[0].transform;

                            if (OtherHandReference.getGrabbingObject() != null)
                            {
                                OtherHandReference.setGrabbingObject(null);
                            }
                            if (c.gameObject.name == "key")
                            {
                                SceneManager.LoadScene(2);
                            }
                        }
                    }
                }
            }
            else
            {
                if (closeness < 0.1)
                {
                    //release the the object (unparent it)

                    Rigidbody _objectRGB = _currentGrabObject.GetComponent <Rigidbody>();
                    _objectRGB.isKinematic = false;

                    //calculate the hand's current velocity
                    Vector3 CurrentVelocity = (transform.position - _lastFramePosition) / Time.deltaTime;

                    //set the grabbed object's velocity to the current velocity of the hand
                    _objectRGB.velocity = CurrentVelocity * throw_multiplier;

                    _currentGrabObject.SetParent(null);

                    //release reference to object
                    _currentGrabObject = null;
                }
            }

            if (closeness < 0.1 && _isGrabbing)
            {
                _isGrabbing = false;
            }

            _lastFramePosition = transform.position;
        }
Esempio n. 13
0
 void FindDevices()
 {
     //InputDevices.GetDevices(allDevices);
     InputDevices.GetDevicesWithRole(InputDeviceRole.LeftHanded, leftHandDevices);
     InputDevices.GetDevicesWithRole(InputDeviceRole.RightHanded, rightHandDevices);
 }