public static SteamVR_Input_ActionFile_Action CreateNew(string actionSet, SteamVR_ActionDirections direction, string actionType)
 {
     return(new SteamVR_Input_ActionFile_Action()
     {
         name = CreateNewName(actionSet, direction.ToString().ToLower()), type = actionType
     });
 }
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        protected override void CreateUninitialized(string newActionSet, SteamVR_ActionDirections direction, string newAction, bool caseSensitive)
        {
            actionPath = SteamVR_Input_ActionFile_Action.CreateNewName(newActionSet, direction, newAction);

            sourceMap = new SourceMap();
            sourceMap.PreInitialize(this, actionPath, false);

            needsReinit = true;
            initialized = false;
        }
 public static string CreateNewName(string actionSet, SteamVR_ActionDirections direction, string actionName)
 {
     return(string.Format(nameTemplate, actionSet, direction.ToString().ToLower(), actionName));
 }
 /// <summary>
 /// Sets up a default action to be assigned to this field or property on action generation. Must be on a prefab or in a scene in build settings.
 /// </summary>
 /// <param name="defaultActionName">The name of the action to assign to this field/property</param>
 /// <param name="overrideExistingActionDuringGeneration">
 /// Set to true if you want to always set this action to this field/property (even if set to something else)
 /// </param>
 /// <param name="defaultActionSetName">The name of the action set that the action to assign is a member of</param>
 /// <param name="defaultActionDirection">The direction of the action (input / output)</param>
 public SteamVR_DefaultAction(string defaultActionName, string defaultActionSetName, SteamVR_ActionDirections defaultActionDirection, bool overrideExistingActionDuringGeneration = false)
 {
     actionName    = defaultActionName;
     actionSetName = defaultActionSetName;
     direction     = defaultActionDirection;
     overrideExistingOnGeneration = overrideExistingActionDuringGeneration;
 }