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77 lines
2.4 KiB
C#

6 months ago
#if UNITY_STANDALONE_WIN || UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
namespace Autohand.Demo {
[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/controller-input")]
public class SteamVRHandControllerLink : HandControllerLink {
public SteamVR_Input_Sources handType;
public SteamVR_Action_Single grabAxis;
public SteamVR_Action_Single squeezeAxis;
public SteamVR_Action_Boolean grabAction;
public SteamVR_Action_Boolean squeezeAction;
bool grabbing;
bool squeezing;
[HideInInspector]
public float vibrationFrequency = 100f;
private void Start() {
if(hand.left)
handLeft = this;
else
handRight = this;
}
public void Update() {
if(squeezeAction != null && squeezeAction.GetState(handType) && !squeezing) {
squeezing = true;
hand.Squeeze();
}
else if(squeezeAction != null && !squeezeAction.GetState(handType) && squeezing) {
squeezing = false;
hand.Unsqueeze();
}
if(grabAction != null && grabAction.GetState(handType) && !grabbing) {
grabbing = true;
hand.Grab();
}
else if(grabAction != null && !grabAction.GetState(handType) && grabbing) {
grabbing = false;
hand.Release();
}
if(grabAxis != null && squeezeAxis != null)
hand.SetGrip(grabAxis.GetAxis(handType), squeezeAxis.GetAxis(handType));
else if(grabAxis != null)
hand.SetGrip(grabAxis.GetAxis(handType), 0);
}
public bool ButtonPressed(SteamVR_Action_Boolean button) {
return button.GetState(handType);
}
public float GetAxis(SteamVR_Action_Single axis1D) {
return axis1D.GetAxis(handType);
}
public Vector2 GetAxis2D(SteamVR_Action_Vector2 axis2D) {
return axis2D.GetAxis(handType);
}
public override void TryHapticImpulse(float duration, float amp, float freq) {
try {
//SteamVR_Actions.default_Haptic[handType].Execute(0, duration, freq, amp);
}
catch { }
}
}
}
#endif