예제 #1
0
        public static bool GetActionDown(InputAction action)
        {
            if (!Initialized)
            {
                return(false);
            }

            SteamVR_Action_Boolean boolActionMapping = GetBoolActionMapping(action);

            if (IsIRLCrouchValid(action))
            {
                return((boolActionMapping != null && boolActionMapping.GetStateDown(SteamVR_Input_Sources.Any)) || HMD.Hmd.transform.localPosition.y + VRConfig.configFloorOffset.Value / 100f < VRConfig.configCrouchHeight.Value / 100f);
            }

            if (action.Equals(InputAction.TerminalExit) && VRKeyboard.KeyboardClosedThisFrame)
            {
                return(true);
            }
            if (action.Equals(InputAction.TextChatClose) && VRKeyboard.KeyboardClosedThisFrame)
            {
                return(true);
            }
            return(boolActionMapping != null && boolActionMapping.GetStateDown(SteamVR_Input_Sources.Any));
        }
예제 #2
0
        public static bool GetActionDown(InputAction action)
        {
            if (!VRInput.Initialized)
            {
                return(false);
            }

            SteamVR_Action_Boolean boolActionMapping = VRInput.instance.GetBoolActionMapping(action);

            if (IsIRLCrouchValid(action))
            {
                return((boolActionMapping != null && boolActionMapping.GetStateDown(SteamVR_Input_Sources.Any)) || HMD.hmd.transform.localPosition.y < VRInput.IRLCrouchBorder);
            }

            if (action.Equals(InputAction.TerminalExit) && VRGlobal.keyboardClosedThisFrame)
            {
                return(true);
            }
            return(boolActionMapping != null && boolActionMapping.GetStateDown(SteamVR_Input_Sources.Any));
        }
예제 #3
0
 private static bool IsIRLCrouchValid(InputAction action)
 {
     return(action.Equals(InputAction.Crouch) && VRConfig.configIRLCrouch.Value && FocusStateEvents.currentState == eFocusState.FPS);
 }
예제 #4
0
 static bool IsIRLCrouchValid(InputAction action)
 {
     return(action.Equals(InputAction.Crouch) && PlayerVR.LoadedAndInGame && VRSettings.crouchOnIRLCrouch);
 }