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); }
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); } }