private void Update() { UpdateCapTouchStates(); m_pointBlend = InputValueRateChange(m_isPointing, m_pointBlend); m_thumbsUpBlend = InputValueRateChange(m_isGivingThumbsUp, m_thumbsUpBlend); InputManagerVR.AxisCode aFlex = _isLeft ? InputManagerVR.AxisCode.LeftGrip : InputManagerVR.AxisCode.RightGrip; //float flex = InputManagerVR.GetAxis(aFlex); //float flex = InputManager.GetAxis("flex"); //bool collisionEnabled = m_grabber.grabbedObject == null && flex >= THRESH_COLLISION_FLEX; //CollisionEnable(collisionEnabled); CollisionEnable(false); UpdateAnimStates(); }
private void UpdateAnimStates() { bool grabbing = false; HandPose grabPose = m_defaultGrabPose; //if (grabbing) //{ // HandPose customPose = m_grabber.grabbedObject.GetComponent<HandPose>(); // if (customPose != null) grabPose = customPose; //} // Pose HandPoseId handPoseId = grabPose.PoseId; m_animator.SetInteger(m_animParamIndexPose, (int)handPoseId); // Flex // blend between open hand and fully closed fist InputManagerVR.AxisCode aFlex = _isLeft ? InputManagerVR.AxisCode.LeftGrip : InputManagerVR.AxisCode.RightGrip; float flex = InputManagerVR.GetAxis(aFlex); //float flex = InputManager.GetAxis("flex"); m_animator.SetFloat(m_animParamIndexFlex, flex); // Point bool canPoint = !grabbing || grabPose.AllowPointing; float point = canPoint ? m_pointBlend : 0.0f; m_animator.SetLayerWeight(m_animLayerIndexPoint, point); // Thumbs up bool canThumbsUp = !grabbing || grabPose.AllowThumbsUp; float thumbsUp = canThumbsUp ? m_thumbsUpBlend : 0.0f; m_animator.SetLayerWeight(m_animLayerIndexThumb, thumbsUp); InputManagerVR.AxisCode aPinch = _isLeft ? InputManagerVR.AxisCode.LeftTrigger : InputManagerVR.AxisCode.RightTrigger; float pinch = InputManagerVR.GetAxis(aPinch); //float pinch = InputManager.GetAxis("pinch"); m_animator.SetFloat("Pinch", pinch); }