void InputUpdateLoop(float deltaTime)
        {
            CheckCrouched(deltaTime);

            bool movementEnabled = !GameManager.isPaused && !isClimbing;

            CheckForJump(movementEnabled && !VRUIInput.HandOccupied(moveHand)); // also when jump hand isnt hovering

            HandleTurnInput(movementEnabled && !VRUIInput.HandOccupied(turnHand));
            HandleMoveInput(movementEnabled && !VRUIInput.HandOccupied(moveHand));
            if (!isClimbing)
            {
                moveScript.SetInputMoveVector(new Vector3(currentMoveVector.x, 0, currentMoveVector.y));
            }

            bool enableComfortVignette = smoothTurnDirection != 0 || !moveScript.isGrounded || isCrouched;

            if (!enableComfortVignette)
            {
                enableComfortVignette = moveScript.isMoving && currentMoveVector.sqrMagnitude >= vignetteMovementThreshold * vignetteMovementThreshold;
            }
            HandleComfortVignetting(enableComfortVignette, deltaTime);
        }
Exemplo n.º 2
0
        protected virtual void Update()
        {
            UpdateDebugText();

            bool handOccupied = VRUIInput.HandOccupied(handType);

            bool useDown = !handOccupied && useAction.GetStateDown(handType);
            bool useUp   = !handOccupied && useAction.GetStateUp(handType);
            bool useHeld = !handOccupied && useAction.GetState(handType);

            if (useDown)
            {
                StandardizedVRInput.instance.HideHint(handType, useAction);
                // inventory.SetMainEquipPointIndex(myEquipIndex);

                if (canQuickEquip)
                {
                    interactor.OnUseStart(inventory.GRAB_ACTION);
                }

                inventory.OnUseStart(myEquipIndex, inventory.GRAB_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
            if (useUp)
            {
                // inventory.SetMainEquipPointIndex(myEquipIndex);

                if (canQuickEquip)
                {
                    interactor.OnUseEnd(inventory.GRAB_ACTION);
                }

                inventory.OnUseEnd(myEquipIndex, inventory.GRAB_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
            if (useHeld)
            {
                // inventory.SetMainEquipPointIndex(myEquipIndex);

                if (canQuickEquip)
                {
                    interactor.OnUseUpdate(inventory.GRAB_ACTION);
                }

                inventory.OnUseUpdate(myEquipIndex, inventory.GRAB_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }



            useDown = !handOccupied && stashAction.GetStateDown(handType);
            useUp   = !handOccupied && stashAction.GetStateUp(handType);
            useHeld = !handOccupied && stashAction.GetState(handType);

            if (useDown)
            {
                StandardizedVRInput.instance.HideHint(handType, stashAction);
                // inventory.SetMainEquipPointIndex(myEquipIndex);
                interactor.OnUseStart(inventory.STASH_ACTION);
                inventory.OnUseStart(myEquipIndex, inventory.STASH_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
            if (useUp)
            {
                // inventory.SetMainEquipPointIndex(myEquipIndex);
                interactor.OnUseEnd(inventory.STASH_ACTION);
                inventory.OnUseEnd(myEquipIndex, inventory.STASH_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
            if (useHeld)
            {
                // inventory.SetMainEquipPointIndex(myEquipIndex);
                interactor.OnUseUpdate(inventory.STASH_ACTION);
                inventory.OnUseUpdate(myEquipIndex, inventory.STASH_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }



            useDown = !handOccupied && dropAction.GetStateDown(handType);
            useUp   = !handOccupied && dropAction.GetStateUp(handType);
            useHeld = !handOccupied && dropAction.GetState(handType);

            if (useDown)
            {
                StandardizedVRInput.instance.HideHint(handType, dropAction);
                // inventory.SetMainEquipPointIndex(myEquipIndex);
                interactor.OnUseStart(inventory.TRADE_ACTION);
                inventory.OnUseStart(myEquipIndex, inventory.TRADE_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
            if (useUp)
            {
                // inventory.SetMainEquipPointIndex(myEquipIndex);
                interactor.OnUseEnd(inventory.TRADE_ACTION);
                inventory.OnUseEnd(myEquipIndex, inventory.TRADE_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
            if (useHeld)
            {
                // inventory.SetMainEquipPointIndex(myEquipIndex);
                interactor.OnUseUpdate(inventory.TRADE_ACTION);
                inventory.OnUseUpdate(myEquipIndex, inventory.TRADE_ACTION);
                // inventory.SetMainEquipPointIndex(-1);
            }
        }