Esempio n. 1
0
        protected virtual void Awake()
        {
            AdditionalInitialization();

            trackedObject = GetComponent <SteamVR_Behaviour_Pose>();

            interactor = GetComponent <Interactor>();
            inventory  = Player.instance.GetComponent <Inventory>();

            interactor.interactorID             = VRManager.Hand2Int(handType);
            GetComponent <EquipPoint>().equipID = interactor.interactorID;
        }
Esempio n. 2
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        Vector2Int GetAlternativeSubmitsQI()
        {
            SteamVR_Input_Sources hand = VRManager.Int2Hand(inventoryUI.quickInventoryInteractorID);

            // SteamVR_Input_Sources hand = VRUIInput.GetUIHand();
            if (QUICK_INVENTORY_CONSUME_ACTION.GetStateDown(hand))
            {
                return(new Vector2Int(InventoryUI.QUICK_INVENTORY_CONSUME_ACTION, inventoryUI.quickInventoryInteractorID));//VRManager.Hand2Int(hand));
            }

            return(new Vector2Int(-1, 1));
        }
Esempio n. 3
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        bool CheckHandForWristRadialOpen(SteamVR_Input_Sources hand)
        {
            if (quickInventoryToggle.GetStateDown(hand))
            {
                Debug.LogError("YO");
                inventoryUI.OpenQuickInventoryUI(VRManager.Hand2Int(hand));

                // VRUIInput.SetUIHand(hand);
                // TransformBehavior.AdjustTransform(inventoryUI.quickInventory.baseObject.transform, Player.instance.GetHand(hand).transform, quickInventoryEquip, 0);

                return(true);
            }
            return(false);
        }
Esempio n. 4
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        Vector2Int GetAlternativeSubmitsQT()
        {
            SteamVR_Input_Sources hand = VRManager.Int2Hand(inventoryUI.quickTradeInteractorID);

            if (QUICK_TRADE_SINGLE_TRADE_ACTION.GetStateDown(hand))
            {
                return(new Vector2Int(InventoryUI.QUICK_TRADE_SINGLE_TRADE_ACTION, inventoryUI.quickTradeInteractorID));
            }
            if (QUICK_TRADE_TRADE_ALL_ACTION.GetStateDown(hand))
            {
                return(new Vector2Int(InventoryUI.QUICK_TRADE_TRADE_ALL_ACTION, inventoryUI.quickTradeInteractorID));
            }
            if (QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION.GetStateDown(hand))
            {
                return(new Vector2Int(InventoryUI.QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION, inventoryUI.quickTradeInteractorID));
            }

            return(new Vector2Int(-1, 1));
        }
        public void GetInputActionInfo(SteamVR_Action_Boolean action, out ButtonState[] buttonStates)
        {
            buttonStates = new ButtonState[] { ButtonState.None, ButtonState.None };

            for (int i = 0; i < 2; i++)
            {
                SteamVR_Input_Sources hand = VRManager.Int2Hand(i);
                if (action.GetStateDown(hand))
                {
                    buttonStates[i] = ButtonState.Down;
                }
                else if (action.GetStateUp(hand))
                {
                    buttonStates[i] = ButtonState.Up;
                }
                else if (action.GetState(hand))
                {
                    buttonStates[i] = ButtonState.Held;
                }
            }
        }
        void UpdateClimbs()
        {
            InteractionSystem.Interactor interactor = GetComponent <InteractionSystem.Interactor>();
            climbables[0] = interactor.HasTag("ClimbRight");
            climbables[1] = interactor.HasTag("ClimbLeft");

            bool justLetGo = false;

            // foreach (var hand in climbableChecks.Keys) {
            for (int hand = 0; hand < 2; hand++)
            {
                SteamVR_Input_Sources handVR = VRManager.Int2Hand(hand);


                // bool isClimbable = climbableChecks[hand].isClimbable;
                bool isClimbable = climbables[hand];

                // if we just clicked to start climbing, make this the primary climb hand
                if (isClimbable && climbAction.GetStateDown(handVR))
                {
                    SetHandClimb(handVR);
                }

                //if this is the current climbing hand
                if (isClimbing && currentClimbHand == handVR)
                {
                    // if we've let go to stop climbing
                    if (!isClimbable || climbAction.GetStateUp(handVR))
                    {
                        isClimbing = false;
                        justLetGo  = true;

                        //check if our other hand is climbable and gripping (so we make that the primary one again)
                        SteamVR_Input_Sources otherHand = VRManager.OtherHand(handVR);

                        if (climbables[VRManager.Hand2Int(otherHand)] && climbAction.GetState(otherHand))
                        {
                            justLetGo = false;

                            SetHandClimb(otherHand);
                        }
                    }
                }
            }

            /*
             *  Assumes the open equip button is the side button
             *  as well as teh teleport button
             */
            Teleport.instance.teleportationAllowed = !isClimbing && !Player.instance.handsTogether;

            moveScript.useRawMovement = isClimbing;
            if (isClimbing)
            {
                Vector3 handLocalPosition = Player.instance.GetHand(currentClimbHand).transform.localPosition;

                moveScript.SetInputMoveVector(previousHandPosition - handLocalPosition);
                previousHandPosition = handLocalPosition;
            }
            else
            {
                if (justLetGo)
                {
                    Vector3 momentum = previousHandPosition - (Player.instance.GetHand(currentClimbHand).transform.localPosition);
                    moveScript.SetMomentum(momentum.MultiplyBy(climbExitForceMultiplier)

                                           );
                }
            }
        }
Esempio n. 7
0
        void OnInventoryUIOpen(InventoryUI.UIType type, UIElementHolder uiHolder)
        {
            SteamVR_Input_Sources hand;

            switch (type)
            {
            // quick inventory
            case InventoryUI.UIType.QuickInventory:
                hand = VRManager.Int2Hand(inventoryUI.quickInventoryInteractorID);

                StandardizedVRInput.MarkActionOccupied(QUICK_INVENTORY_CONSUME_ACTION, VRUIInput.GetUIHand());
                StandardizedVRInput.instance.ShowHint(hand, QUICK_INVENTORY_CONSUME_ACTION, "Use");

                TransformBehavior.AdjustTransform(uiHolder.baseObject.transform, Player.instance.GetHand(hand).transform, quickInventoryEquip, 0);

                VRUIInput.SetUIHand(hand);
                break;

            // full inventory
            case InventoryUI.UIType.FullInventory:
                StandardizedVRInput.MarkActionOccupied(FULL_INVENTORY_CONSUME_ACTION, SteamVR_Input_Sources.Any);
                StandardizedVRInput.MarkActionOccupied(FULL_INVENTORY_DROP_ACTION, SteamVR_Input_Sources.Any);
                // StandardizedVRInput.MarkActionOccupied(FULL_INVENTORY_FAVORITE_ACTION, SteamVR_Input_Sources.Any);

                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.RightHand, FULL_INVENTORY_CONSUME_ACTION, "Use Right Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.LeftHand, FULL_INVENTORY_CONSUME_ACTION, "Use Left Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_DROP_ACTION, "Drop");
                // StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_FAVORITE_ACTION, "Favorite");

                VRUIInput.SetUIHand(SteamVR_Input_Sources.Any);
                break;

            // quick trade
            case InventoryUI.UIType.QuickTrade:
                hand = VRManager.Int2Hand(inventoryUI.quickTradeInteractorID);

                StandardizedVRInput.MarkActionOccupied(QUICK_TRADE_SINGLE_TRADE_ACTION, hand);
                StandardizedVRInput.MarkActionOccupied(QUICK_TRADE_TRADE_ALL_ACTION, hand);
                StandardizedVRInput.MarkActionOccupied(QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION, hand);

                StandardizedVRInput.instance.ShowHint(hand, QUICK_TRADE_SINGLE_TRADE_ACTION, "Take Item");
                StandardizedVRInput.instance.ShowHint(hand, QUICK_TRADE_TRADE_ALL_ACTION, "Take All");
                StandardizedVRInput.instance.ShowHint(hand, QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION, "Open Trade");

                TransformBehavior.AdjustTransform(uiHolder.baseObject.transform, Player.instance.GetHand(hand).transform, quickTradeEquip, 0);

                VRUIInput.SetUIHand(hand);

                break;

            // full trade
            case InventoryUI.UIType.FullTrade:

                StandardizedVRInput.MarkActionOccupied(FULL_TRADE_CONSUME_ACTION, SteamVR_Input_Sources.Any);
                StandardizedVRInput.MarkActionOccupied(FULL_TRADE_TRADE_ALL_ACTION, SteamVR_Input_Sources.Any);
                StandardizedVRInput.MarkActionOccupied(FULL_TRADE_SINGLE_TRADE_ACTION, SteamVR_Input_Sources.Any);

                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.RightHand, FULL_TRADE_CONSUME_ACTION, "Use Right Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.LeftHand, FULL_TRADE_CONSUME_ACTION, "Use Left Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_TRADE_SINGLE_TRADE_ACTION, "Trade Item");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_TRADE_TRADE_ALL_ACTION, "Trade All");

                VRUIInput.SetUIHand(SteamVR_Input_Sources.Any);
                break;
            }
        }