// Update is called once per frame void Update() { IVRHandlerInputModule inputModule = EventSystem.current.currentInputModule as IVRHandlerInputModule; IVRInputModule test = EventSystem.current.currentInputModule as IVRInputModule; //Debug.Log(test); if (inputModule != null) { TouchPad.color = IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_TP_CLICK) ? ClickColor : Color.white; HomeButton.color = IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_HOME) ? ClickColor : Color.white; AppButton.color = IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_APP) ? ClickColor : Color.white; MinusButton.color = IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_VOL_DOWN) ? ClickColor : Color.white; AddButton.color = IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_VOL_UP) ? ClickColor : Color.white; TriggerButton.color = IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_TRIGGER) ? ClickColor : Color.white; if (IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_HOME)) { IVR.IVRInputHandler.SendVibrateCmd(1); } if (IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_APP)) { IVR.IVRInputHandler.SendVibrateCmd(2); } if (IVR.IVRInputHandler.GetKey(IVR.ControllerButton.CONTROLLER_BUTTON_TP_CLICK)) { IVR.IVRInputHandler.SendVibrateCmd(3); } } }
// Use this for initialization void Start() { startforward = transform.forward; startright = transform.right; startup = transform.up; startworldpos = transform.position; mDynamicMat = mRender.material; module = GameObject.FindObjectOfType <IVRInputModule>(); mInitLocalPosition = transform.localPosition; mInitLocalScal = transform.localScale; Depth = Mathf.Abs(mInitLocalPosition.z); started = true; IVRManager.OnResetPos += IVRManager_OnResetPos; mShaderClipID = Shader.PropertyToID("_Offset"); MaxAngleX = Vector3.Angle(transform.parent.position - transform.position, transform.parent.position - (transform.position + transform.right * (Width / 2 - transform.localScale.x))); MaxAngleY = Vector3.Angle(transform.parent.position - transform.position, transform.parent.position - (transform.position + transform.up * (Height / 2 - transform.localScale.y))); LengthAngle = Vector3.Angle(transform.parent.position - (transform.position + transform.up * transform.localScale.y / 2), transform.parent.position - (transform.position - transform.up * transform.localScale.y / 2)); }