private void Awake() { if (!VR_Object.activeSelf) { Trackpad = SteamVR_Input.GetVector2Action("TrackPad"); } }
// Update is called once per frame void Update() { MenuDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Menu").GetStateDown(InputSource); Menu = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Menu").GetState(InputSource); MenuUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Menu").GetStateUp(InputSource); TriggerDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabPinch").GetStateDown(InputSource); Trigger = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabPinch").GetState(InputSource); TriggerUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabPinch").GetStateUp(InputSource); TouchPadDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("TouchPad").GetStateDown(InputSource); TouchPad = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("TouchPad").GetState(InputSource); TouchPadUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("TouchPad").GetStateUp(InputSource); TouchClicDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetStateDown(InputSource); TouchClic = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetState(InputSource); TouchClicUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Teleport").GetStateUp(InputSource); GripDown = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabGrip").GetStateDown(InputSource); Grip = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabGrip").GetState(InputSource); GripUp = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("GrabGrip").GetStateUp(InputSource); Squeeze = SteamVR_Input.GetSingleAction("Squeeze").GetAxis(InputSource); //Squeeze = (float)System.Math.Round(Squeeze , 2); if (Squeeze <= 0.05f) { Squeeze = 0; } TouchPos = SteamVR_Input.GetVector2Action("TouchPos").GetAxis(InputSource); //TouchPos = new Vector2 ((float)System.Math.Round(TouchPos.x , 2) , (float)System.Math.Round(TouchPos.y , 2) ); /* * if (Menu) print("Menu"); * if (MenuUp) print("MenuUp"); * if (MenuDown) print("MenuDown"); * if (Trigger) print("Trigger"); * if (TriggerUp) print("TriggerUp"); * if (TriggerDown) print("TriggerDown"); * if (TouchPad) print("TouchPad"); * if (TouchPadUp) print("TouchPadUp"); * if (TouchPadDown) print("TouchPadDown"); * if (TouchClic) print("TouchClic"); * if (TouchClicUp) print("TouchClicUp"); * if (TouchClicDown) print("TouchClicDown"); * if (Grip) print("Grip"); * if (GripUp) print("GripUp"); * if (GripDown) print("GripDown"); */ }
private static void InitializeActionMapping() { hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("Haptic", false); m_weaponSwitchLeftAction = SteamVR_Input.GetBooleanAction("WeaponSwitchLeft", false); m_weaponSwitchRightAction = SteamVR_Input.GetBooleanAction("WeaponSwitchRight", false); m_reloadAction = SteamVR_Input.GetBooleanAction("Reload", false); m_flashlightAction = SteamVR_Input.GetBooleanAction("ToggleFlashlight", false); m_shootAction = SteamVR_Input.GetBooleanAction("Shoot", false); m_movementAxisAction = SteamVR_Input.GetVector2Action("Movement", false); m_interactAction = SteamVR_Input.GetBooleanAction("interact", false); m_crouchAction = SteamVR_Input.GetBooleanAction("Crouch", false); m_sprintAction = SteamVR_Input.GetBooleanAction("Sprint", false); m_jumpAction = SteamVR_Input.GetBooleanAction("Jump", false); m_openMapAction = SteamVR_Input.GetBooleanAction("OpenMap", false); m_openMenuAction = SteamVR_Input.GetBooleanAction("OpenMenu", false); m_pingAction = SteamVR_Input.GetBooleanAction("Ping", false); m_openObjectivesAction = SteamVR_Input.GetBooleanAction("OpenObjectives", false); m_aimOrShoveAction = SteamVR_Input.GetBooleanAction("AimOrShove", false); m_pushToTalkAction = SteamVR_Input.GetBooleanActionFromPath("/actions/default/in/PushToTalk"); boolActions = new Dictionary <InputAction, SteamVR_Action_Boolean> { { InputAction.Jump, m_jumpAction }, { InputAction.Use, m_interactAction }, { InputAction.Aim, m_aimOrShoveAction }, { InputAction.ToggleObjectives, m_openObjectivesAction }, { InputAction.Fire, m_shootAction }, { InputAction.Run, m_sprintAction }, { InputAction.Crouch, m_crouchAction }, { InputAction.Reload, m_reloadAction }, { InputAction.VoiceChatPushToTalk, m_pushToTalkAction }, { InputAction.NavMarkerPing, m_pingAction }, { InputAction.TerminalUp, m_weaponSwitchLeftAction }, { InputAction.TerminalDown, m_weaponSwitchRightAction }, { InputAction.TerminalExit, m_reloadAction }, { InputAction.MenuClick, m_shootAction }, //{ InputAction.MenuClickAlternate, interactAction }, { InputAction.MenuExit, m_reloadAction }, { InputAction.MenuToggle, m_openMenuAction }, { InputAction.ToggleMap, m_openMapAction }, { InputAction.Flashlight, m_flashlightAction }, }; }
private void InitializeActionMapping() { hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("Haptic", false); weaponSwitchLeftAction = SteamVR_Input.GetBooleanAction("WeaponSwitchLeft", false); weaponSwitchRightAction = SteamVR_Input.GetBooleanAction("WeaponSwitchRight", false); reloadAction = SteamVR_Input.GetBooleanAction("Reload", false); flashlightAction = SteamVR_Input.GetBooleanAction("ToggleFlashlight", false); snapLeftAction = SteamVR_Input.GetBooleanAction("SnapTurnLeft", false); snapRightAction = SteamVR_Input.GetBooleanAction("SnapTurnRight", false); shootAction = SteamVR_Input.GetBooleanAction("Shoot", false); toggleWatchAction = SteamVR_Input.GetBooleanAction("ToggleWatchMode", false); movementAxisAction = SteamVR_Input.GetVector2Action("Movement", false); interactAction = SteamVR_Input.GetBooleanAction("interact", false); crouchAction = SteamVR_Input.GetBooleanAction("Crouch", false); sprintAction = SteamVR_Input.GetBooleanAction("Sprint", false); jumpAction = SteamVR_Input.GetBooleanAction("Jump", false); openMapAction = SteamVR_Input.GetBooleanAction("OpenMap", false); openMenuAction = SteamVR_Input.GetBooleanAction("OpenMenu", false); pingAction = SteamVR_Input.GetBooleanAction("Ping", false); VRInput.boolActions = new Dictionary <InputAction, SteamVR_Action_Boolean> { { InputAction.Jump, jumpAction }, { InputAction.Use, interactAction }, { InputAction.Aim, toggleWatchAction }, { InputAction.Fire, shootAction }, { InputAction.Run, sprintAction }, { InputAction.Crouch, crouchAction }, { InputAction.Reload, reloadAction }, //{ InputAction.Melee, aimAction }, { InputAction.NavMarkerPing, pingAction }, { InputAction.TerminalUp, weaponSwitchLeftAction }, { InputAction.TerminalDown, weaponSwitchRightAction }, { InputAction.TerminalExit, reloadAction }, { InputAction.MenuClick, shootAction }, { InputAction.MenuClickAlternate, interactAction }, { InputAction.MenuExit, reloadAction }, { InputAction.MenuToggle, openMenuAction }, { InputAction.ToggleMap, openMapAction }, { InputAction.Flashlight, flashlightAction } }; }
protected override void FillMetadata(HandAnchor anchor, ref XRNodeState xRNode) { //base.UpdateHandNodeState(hand, ref xRNode); float thumb = 0f, index = 0f, middle = 0f; //psotion && rotation xRNode.TryGetPosition(out anchor.position); xRNode.TryGetRotation(out anchor.rotation); var inputSource = SteamVR_Input_Sources.LeftHand; string skeletonHandName = "SkeletonLeftHand"; if (anchor.type == NodeType.RightHand) { inputSource = SteamVR_Input_Sources.RightHand; skeletonHandName = "skeletonRightHand"; } //SteamVR_Action_Boolean key_MenuKey = SteamVR_Input.GetBooleanAction("MenuKey"); //SteamVR_Action_Boolean key_SystemKey = SteamVR_Input.GetBooleanAction("SystemKey"); //trigger SteamVR_Action_Boolean triggerPressed = SteamVR_Input.GetBooleanAction("Trigger"); //SteamVR_Action_Single triggerTouchValue = SteamVR_Input.GetSingleAction("triggerTouchValue"); anchor.triggerPressed = triggerPressed.GetState(inputSource); anchor.triggerTouchValue = Mathf.Lerp(anchor.triggerTouchValue, anchor.triggerPressed ? 1f : 0f, Time.deltaTime * 5); index = anchor.triggerTouchValue; //grip SteamVR_Action_Boolean gripPressed = SteamVR_Input.GetBooleanAction("SideTrigger"); //SteamVR_Action_Single gripTouchValue = SteamVR_Input.GetSingleAction("gripTouchValue"); anchor.gripPressed = gripPressed.GetState(inputSource); anchor.gripTouchValue = Mathf.Lerp(anchor.gripTouchValue, anchor.gripPressed ? 1f : 0f, Time.deltaTime * 5); middle = anchor.gripTouchValue; //primary2DAxis SteamVR_Action_Vector2 primary2DAxis = SteamVR_Input.GetVector2Action("ThumbStick"); SteamVR_Action_Boolean primary2DAxisClick = SteamVR_Input.GetBooleanAction("PadDown"); anchor.primary2DAxis = primary2DAxis.GetAxis(inputSource); anchor.primary2DAxisTouch = anchor.primary2DAxis.sqrMagnitude > 0.02f; anchor.primary2DAxisPressed = primary2DAxisClick.GetState(inputSource); thumb = Mathf.Max(thumb, (anchor.primary2DAxisPressed || anchor.primary2DAxisTouch) ? 1f : 0f); thumb = Mathf.Max(thumb, anchor.primary2DAxis.sqrMagnitude > 0.1f ? 1f : 0f); //primary SteamVR_Action_Boolean primaryPressed = SteamVR_Input.GetBooleanAction("BKey"); anchor.primaryPressed = primaryPressed.GetState(inputSource); anchor.primaryTouchValue = (anchor.primaryPressed) ? 1f : 0f; thumb = Mathf.Max(thumb, anchor.primaryTouchValue); //secondary SteamVR_Action_Boolean secondaryPressed = SteamVR_Input.GetBooleanAction("AKey"); anchor.secondaryPressed = secondaryPressed.GetState(inputSource); anchor.secondaryTouchValue = (anchor.secondaryPressed) ? 1f : 0f; thumb = Mathf.Max(thumb, anchor.secondaryTouchValue); //fingers var skeletonHand = SteamVR_Input.GetAction <SteamVR_Action_Skeleton>(skeletonHandName); if (skeletonHand.poseIsValid) { anchor.handPoseChanged = skeletonHand.poseChanged; anchor.fingerCurls[0] = skeletonHand.thumbCurl; anchor.fingerCurls[1] = skeletonHand.indexCurl; anchor.fingerCurls[2] = skeletonHand.middleCurl; anchor.fingerCurls[3] = skeletonHand.ringCurl; anchor.fingerCurls[4] = skeletonHand.pinkyCurl; } else { anchor.handPoseChanged = true; anchor.fingerCurls[0] = thumb; anchor.fingerCurls[1] = index; anchor.fingerCurls[2] = middle; anchor.fingerCurls[3] = middle; anchor.fingerCurls[4] = middle; } }
// Start is called before the first frame update void Start() { m_LeftThumbstick = SteamVR_Input.GetVector2Action("thumbstickleftmove"); }
private void Awake() { Log.Info("Snapturn init"); smoothTurn = SteamVR_Input.GetVector2Action("SnapTurn"); }