void OnInventoryUIClose(InventoryUI.UIType type, UIElementHolder uiHolder) { switch (type) { // quick inventory case InventoryUI.UIType.QuickInventory: StandardizedVRInput.MarkActionUnoccupied(QUICK_INVENTORY_CONSUME_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, QUICK_INVENTORY_CONSUME_ACTION); break; // full inventory case InventoryUI.UIType.FullInventory: StandardizedVRInput.MarkActionUnoccupied(FULL_INVENTORY_CONSUME_ACTION); StandardizedVRInput.MarkActionUnoccupied(FULL_INVENTORY_DROP_ACTION); // StandardizedVRInput.MarkActionUnoccupied(FULL_INVENTORY_FAVORITE_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_CONSUME_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_DROP_ACTION); // StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_FAVORITE_ACTION,); break; // quick trade case InventoryUI.UIType.QuickTrade: StandardizedVRInput.MarkActionUnoccupied(QUICK_TRADE_SINGLE_TRADE_ACTION); StandardizedVRInput.MarkActionUnoccupied(QUICK_TRADE_TRADE_ALL_ACTION); StandardizedVRInput.MarkActionUnoccupied(QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, QUICK_TRADE_SINGLE_TRADE_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, QUICK_TRADE_TRADE_ALL_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION); break; // full trade case InventoryUI.UIType.FullTrade: StandardizedVRInput.MarkActionUnoccupied(FULL_TRADE_CONSUME_ACTION); StandardizedVRInput.MarkActionUnoccupied(FULL_TRADE_TRADE_ALL_ACTION); StandardizedVRInput.MarkActionUnoccupied(FULL_TRADE_SINGLE_TRADE_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, FULL_TRADE_CONSUME_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, FULL_TRADE_SINGLE_TRADE_ACTION); StandardizedVRInput.instance.HideHint(SteamVR_Input_Sources.Any, FULL_TRADE_TRADE_ALL_ACTION); break; } }
void UpdateQuickInventory() { if (GameManager.isPaused) { return; } if (inventoryUI.IsOpen(InventoryUI.UIType.FullInventory)) { return; } if (inventoryUI.IsOpen(InventoryUI.UIType.FullTrade)) { return; } if (inventoryUI.IsOpen(InventoryUI.UIType.QuickInventory)) { return; } if (Player.instance.handsTogether) { StandardizedVRInput.MarkActionOccupied(quickInventoryToggle, SteamVR_Input_Sources.Any); if (!CheckHandForWristRadialOpen(SteamVR_Input_Sources.LeftHand)) { CheckHandForWristRadialOpen(SteamVR_Input_Sources.RightHand); } } else { StandardizedVRInput.MarkActionUnoccupied(quickInventoryToggle); } }