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using Autohand.Demo;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Autohand {
[CustomEditor(typeof(OpenXRAutoHandAxisFingerBender))]
public class OpenXRAutoHandAxisFingerBenderEditor : Editor{
OpenXRAutoHandAxisFingerBender bender;
void OnEnable() {
bender = target as OpenXRAutoHandAxisFingerBender;
}
public override void OnInspectorGUI() {
EditorUtility.SetDirty(bender);
DrawDefaultInspector();
EditorGUILayout.Space();
if(bender.hand != null) {
if(bender.bendOffsets.Length != bender.hand.fingers.Length)
bender.bendOffsets = new float[bender.hand.fingers.Length];
for(int i = 0; i < bender.hand.fingers.Length; i++) {
var layout = EditorGUILayout.GetControlRect();
layout.width /= 2;
var text = new GUIContent(bender.hand.fingers[i].name + " Offset", "0 is no bend, 0.5 is half bend, 1 is full bend, -1 to stiffen finger from sway");
EditorGUI.LabelField(layout, text);
layout.x += layout.width;
bender.bendOffsets[i] = EditorGUI.FloatField(layout, bender.bendOffsets[i]);
}
}
serializedObject.ApplyModifiedProperties();
}
}
}

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using Autohand.Demo;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Autohand {
[CustomEditor(typeof(OpenXRAutoHandFingerBender))]
public class OpenXRAutoHandFingerBenderEditor : Editor{
OpenXRAutoHandFingerBender bender;
void OnEnable() {
bender = target as OpenXRAutoHandFingerBender;
}
public override void OnInspectorGUI() {
EditorUtility.SetDirty(bender);
DrawDefaultInspector();
EditorGUILayout.Space();
if(bender.hand != null) {
if(bender.bendOffsets.Length != bender.hand.fingers.Length)
bender.bendOffsets = new float[bender.hand.fingers.Length];
for(int i = 0; i < bender.hand.fingers.Length; i++) {
var layout = EditorGUILayout.GetControlRect();
layout.width /= 2;
var text = new GUIContent(bender.hand.fingers[i].name + " Offset", "0 is no bend, 0.5 is half bend, 1 is full bend, -1 to stiffen finger from sway");
EditorGUI.LabelField(layout, text);
layout.x += layout.width;
bender.bendOffsets[i] = EditorGUI.FloatField(layout, bender.bendOffsets[i]);
}
}
serializedObject.ApplyModifiedProperties();
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
public class InputActionEnabler : MonoBehaviour
{
[SerializeField]
InputActionAsset m_ActionAsset;
public InputActionAsset actionAsset
{
get => m_ActionAsset;
set => m_ActionAsset = value;
}
private void OnEnable()
{
if (m_ActionAsset != null)
{
m_ActionAsset.Enable();
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using Autohand;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class OpenXRAutoHandAxisFingerBender : MonoBehaviour{
public Hand hand;
public InputActionProperty bendAction;
[HideInInspector]
public float[] bendOffsets;
float lastAxis;
public void OnEnable() {
if(bendAction.action != null) bendAction.action.Enable();
}
void LateUpdate()
{
var currAxis = bendAction.action.ReadValue<float>();
for (int i = 0; i < bendOffsets.Length; i++)
{
hand.fingers[i].bendOffset += (currAxis - lastAxis) * bendOffsets[i];
}
lastAxis = currAxis;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Autohand.Demo{
public class OpenXRAutoHandFingerBender : MonoBehaviour{
public Hand hand;
public InputActionProperty bendAction;
public InputActionProperty unbendAction;
[HideInInspector]
public float[] bendOffsets;
bool pressed;
private void OnEnable() {
if (bendAction.action != null) bendAction.action.Enable();
if (bendAction.action != null) bendAction.action.performed += BendAction;
if (unbendAction.action != null) unbendAction.action.Enable();
if (unbendAction.action != null) unbendAction.action.performed += UnbendAction;
}
private void OnDisable(){
if (bendAction.action != null) bendAction.action.performed -= BendAction;
if (unbendAction.action != null) unbendAction.action.performed -= UnbendAction;
}
void BendAction(InputAction.CallbackContext a) {
if (!pressed) {
pressed = true;
for(int i = 0; i < hand.fingers.Length; i++) {
hand.fingers[i].bendOffset += bendOffsets[i];
}
}
}
void UnbendAction(InputAction.CallbackContext a) {
if (pressed) {
pressed = false;
for(int i = 0; i < hand.fingers.Length; i++) {
hand.fingers[i].bendOffset -= bendOffsets[i];
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.InputSystem;
using UnityEngine.Events;
public class OpenXRControllerEvent : MonoBehaviour{
public InputActionProperty action;
public UnityEvent inputEvent;
void OnEnable(){
action.action.Enable();
action.action.performed += (e) => { inputEvent?.Invoke(); };
}
void OnDisable(){
action.action.performed -= (e) => { inputEvent?.Invoke(); };
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR;
//using UnityEngine.XR.OpenXR.Input;
namespace Autohand.Demo {
[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/controller-input")]
public class OpenXRHandControllerLink : HandControllerLink {
public InputActionProperty grabAxis;
public InputActionProperty squeezeAxis;
public InputActionProperty grabAction;
public InputActionProperty releaseAction;
public InputActionProperty squeezeAction;
public InputActionProperty stopSqueezeAction;
public InputActionProperty hapticAction;
private bool squeezing;
private bool grabbing;
private void Start() {
if(hand.left)
handLeft = this;
else
handRight = this;
}
public void OnEnable(){
if (grabAction == squeezeAction){
Debug.LogError("AUTOHAND: You are using the same button for grab and squeeze on HAND CONTROLLER LINK, this will create conflict or errors", this);
}
if(grabAxis.action != null) grabAxis.action.Enable();
if(squeezeAxis.action != null) squeezeAxis.action.Enable();
if(hapticAction.action != null) hapticAction.action.Enable();
if(grabAction.action != null) grabAction.action.performed += Grab;
if (grabAction.action != null) grabAction.action.Enable();
if (grabAction.action != null) grabAction.action.performed += Grab;
if (releaseAction.action != null) releaseAction.action.Enable();
if (releaseAction.action != null) releaseAction.action.performed += Release;
if (squeezeAction.action != null) squeezeAction.action.Enable();
if (squeezeAction.action != null) squeezeAction.action.performed += Squeeze;
if (stopSqueezeAction.action != null) stopSqueezeAction.action.Enable();
if (stopSqueezeAction.action != null) stopSqueezeAction.action.performed += StopSqueeze;
}
private void OnDisable(){
if (grabAction.action != null) grabAction.action.performed -= Grab;
if (releaseAction.action != null) releaseAction.action.performed -= Release;
if (squeezeAction.action != null) squeezeAction.action.performed -= Squeeze;
if (stopSqueezeAction.action != null) stopSqueezeAction.action.performed -= StopSqueeze;
}
private void Update() {
hand.SetGrip(grabAxis.action.ReadValue<float>(), squeezeAxis.action.ReadValue<float>());
}
private void Grab(InputAction.CallbackContext grab){
if (!grabbing){
hand.Grab();
grabbing = true;
}
}
private void Release(InputAction.CallbackContext grab){
if (grabbing){
hand.Release();
grabbing = false;
}
}
private void Squeeze(InputAction.CallbackContext grab){
if (!squeezing){
hand.Squeeze();
squeezing = true;
}
}
private void StopSqueeze(InputAction.CallbackContext grab){
if (squeezing){
hand.Unsqueeze();
squeezing = false;
}
}
public override void TryHapticImpulse(float duration, float amp, float freq = 10)
{
//OpenXRInput.SendHapticImpulse(hapticAction.action, amp, duration, hand.left ? UnityEngine.InputSystem.XR.XRController.leftHand : UnityEngine.InputSystem.XR.XRController.rightHand);
base.TryHapticImpulse(duration, amp, freq);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Autohand.Demo;
using UnityEngine.InputSystem;
namespace Autohand.Demo {
[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/controller-input")]
public class OpenXRHandPlayerControllerLink : MonoBehaviour{
public AutoHandPlayer player;
[Header("Input")]
public InputActionProperty moveAxis;
public InputActionProperty turnAxis;
private void OnEnable() {
if (moveAxis.action != null) moveAxis.action.Enable();
if (moveAxis.action != null) moveAxis.action.performed += MoveAction;
if (turnAxis.action != null) turnAxis.action.Enable();
if (turnAxis.action != null) turnAxis.action.performed += TurnAction;
}
private void OnDisable() {
if (moveAxis.action != null) moveAxis.action.performed -= MoveAction;
if (turnAxis.action != null) turnAxis.action.performed -= TurnAction;
}
private void FixedUpdate() {
player.Move(moveAxis.action.ReadValue<Vector2>());
player.Turn(turnAxis.action.ReadValue<Vector2>().x);
}
private void Update(){
player.Move(moveAxis.action.ReadValue<Vector2>());
player.Turn(turnAxis.action.ReadValue<Vector2>().x);
}
void MoveAction(InputAction.CallbackContext a) {
var axis = a.ReadValue<Vector2>();
player.Move(axis);
}
void TurnAction(InputAction.CallbackContext a) {
var axis = a.ReadValue<Vector2>();
player.Turn(axis.x);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Autohand.Demo{
public class OpenXRHandPointGrabLink : MonoBehaviour{
public HandDistanceGrabber pointGrab;
public InputActionProperty pointAction;
public InputActionProperty stopPointAction;
public InputActionProperty selectAction;
public InputActionProperty stopSelectAction;
void OnEnable(){
if(pointAction.action != null) pointAction.action.Enable();
if (pointAction.action != null) pointAction.action.performed += OnPoint;
if (stopPointAction.action != null) stopPointAction.action.Enable();
if (stopPointAction.action != null) stopPointAction.action.performed += OnStopPoint;
if (selectAction.action != null) selectAction.action.Enable();
if (selectAction.action != null) selectAction.action.performed += OnSelect;
if (stopSelectAction.action != null) stopSelectAction.action.Enable();
if (stopSelectAction.action != null) stopSelectAction.action.performed += OnDeselect;
}
private void OnDisable() {
if (pointAction.action != null) pointAction.action.performed -= OnPoint;
if (stopPointAction.action != null) stopPointAction.action.performed -= OnStopPoint;
if (selectAction.action != null) selectAction.action.performed -= OnSelect;
if (stopSelectAction.action != null) stopSelectAction.action.performed -= OnDeselect;
}
void OnPoint(InputAction.CallbackContext e) {
pointGrab.StartPointing();
}
void OnStopPoint(InputAction.CallbackContext e) {
pointGrab.StopPointing();
}
private void OnSelect(InputAction.CallbackContext e) {
pointGrab.SelectTarget();
}
void OnDeselect(InputAction.CallbackContext e) {
pointGrab.CancelSelect();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Autohand.Demo
{
public class OpenXRMover : MonoBehaviour
{
[Header("Input Actions")]
public InputActionProperty moveAction;
public InputActionProperty turnAction;
[Header("Body")]
public GameObject cam;
private CharacterController controller;
[Header("Settings")]
public bool snapTurning;
public float turnAngle;
public float heightStep;
public float minHeight, maxHeight;
public float speed = 5;
public float gravity = 1;
private float currentGravity = 0;
private bool turningReset = true, heightReset = true;
private void Start(){
controller = GetComponent<CharacterController>();
gameObject.layer = LayerMask.NameToLayer("HandPlayer");
moveAction.action.Enable();
moveAction.action.performed += Move;
turnAction.action.Enable();
turnAction.action.performed += TurnAndHeight;
}
private void Move(InputAction.CallbackContext move){
Vector3 headRotation = new Vector3(0, cam.transform.eulerAngles.y, 0);
Vector2 moveAxis = move.ReadValue<Vector2>();
if(Mathf.Abs(moveAxis.x) < 0.1f)
moveAxis.x = 0;
if(Mathf.Abs(moveAxis.y) < 0.1f)
moveAxis.y = 0;
Vector3 direction = new Vector3(moveAxis.x, 0, moveAxis.y);
direction = Quaternion.Euler(headRotation) * direction;
if (controller.isGrounded)
currentGravity = 0;
else
currentGravity = Physics.gravity.y * gravity;
controller.Move(new Vector3(direction.x * speed, currentGravity, direction.z * speed) * Time.deltaTime);
}
private void TurnAndHeight(InputAction.CallbackContext turn){
Vector2 turningAxis = turn.ReadValue<Vector2>();
//Snap turning
if (snapTurning){
if (turningAxis.x > 0.7f && turningReset){
transform.rotation *= Quaternion.Euler(0, turnAngle, 0);
turningReset = false;
}
else if (turningAxis.x < -0.7f && turningReset){
transform.rotation *= Quaternion.Euler(0, -turnAngle, 0);
turningReset = false;
}
else if (turningAxis.y > 0.7f && heightReset){
if (transform.position.y >= maxHeight){
transform.position = new Vector3(transform.position.x, maxHeight, transform.position.z);
SetControllerHeight(maxHeight);
}
else{
transform.position += new Vector3(0, heightStep, 0);
AddControllerHeight(heightStep);
}
heightReset = false;
}
else if (turningAxis.y < -0.7f && heightReset){
if (transform.position.y <= minHeight){
SetControllerHeight(maxHeight);
transform.position = new Vector3(transform.position.x, minHeight, transform.position.z);
}
else{
AddControllerHeight(-heightStep);
transform.position += new Vector3(0, -heightStep, 0);
}
heightReset = false;
}
if (Mathf.Abs(turningAxis.x) < 0.4f)
turningReset = true;
if (Mathf.Abs(turningAxis.y) < 0.4f)
heightReset = true;
}
//Smooth turning
else{
transform.rotation *= Quaternion.Euler(0, Time.deltaTime * turnAngle * turningAxis.x, 0);
transform.position += new Vector3(0, Time.deltaTime * heightStep * turningAxis.y, 0);
AddControllerHeight(Time.deltaTime * heightStep * turningAxis.y);
if (transform.position.y <= minHeight)
transform.position = new Vector3(transform.position.x, minHeight, transform.position.z);
else if (transform.position.y >= maxHeight)
transform.position = new Vector3(transform.position.x, maxHeight, transform.position.z);
}
}
private void AddControllerHeight(float height){
controller.height += height;
controller.center = new Vector3(0, controller.height / 2f, 0);
}
private void SetControllerHeight(float height){
controller.height = height;
controller.center = new Vector3(0, height / 2f, 0);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR;
namespace Autohand.Demo{
public class OpenXRTeleporterLink : MonoBehaviour{
public Teleporter hand;
public InputActionProperty startTeleportAction;
public InputActionProperty finishTeleportAction;
bool teleporting = false;
void OnEnable() {
if(startTeleportAction.action != null) startTeleportAction.action.Enable();
if (startTeleportAction.action != null) startTeleportAction.action.performed += StartTeleportAction;
if (finishTeleportAction.action != null) finishTeleportAction.action.Enable();
if (finishTeleportAction.action != null) finishTeleportAction.action.performed += FinishTeleportAction;
}
void OnDisable() {
if (startTeleportAction.action != null) startTeleportAction.action.performed -= StartTeleportAction;
if (finishTeleportAction.action != null) finishTeleportAction.action.performed -= FinishTeleportAction;
}
void StartTeleportAction(InputAction.CallbackContext a) {
if(!teleporting){
hand.StartTeleport();
teleporting = true;
}
}
void FinishTeleportAction(InputAction.CallbackContext a) {
if(teleporting){
hand.Teleport();
teleporting = false;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Management;
[DefaultExecutionOrder(-10000)]
public class XRProviderPicker : MonoBehaviour
{
//This will disable this script unless the given loader name matches the loader
//(XRGeneralSettings.Instance.Manager.activeLoaders) in the XR Plugin Management window.
//This is because different providers give different tracked positions.
//Shouldn't matter for distribution of build, but does matter for distribution of this asset
public string providerName = "";
public XRHandOffset enableMe;
public XRHandOffset disableMe;
bool hasProvider = false;
// Start is called before the first frame update
void OnEnable() {
var loaders = XRGeneralSettings.Instance.Manager.activeLoaders;
foreach(var loader in loaders) {
Debug.Log(loader.name);
if(providerName == "" || providerName == loader.name)
hasProvider = true;
}
if (hasProvider)
{
// enableMe.AdjustPositions(disableMe);
enableMe.enabled = true;
disableMe.enabled = false;
}
else
{
disableMe.AdjustPositions(enableMe);
enableMe.enabled = false;
disableMe.enabled = true;
}
}
}

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