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a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor.meta new file mode 100644 index 0000000..5796f02 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dff4c51a01dd2184a88690461034da5f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandAxisFingerBenderEditor.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandAxisFingerBenderEditor.cs new file mode 100644 index 0000000..3dbd180 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandAxisFingerBenderEditor.cs @@ -0,0 +1,36 @@ +using Autohand.Demo; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Autohand { + [CustomEditor(typeof(SteamVRAutoHandAxisFingerBender))] + public class SteamVRAutoHandAxisFingerBenderEditor : Editor{ + SteamVRAutoHandAxisFingerBender bender; + + void OnEnable() { + bender = target as SteamVRAutoHandAxisFingerBender; + } + + public override void OnInspectorGUI() { + EditorUtility.SetDirty(bender); + + DrawDefaultInspector(); + EditorGUILayout.Space(); + if(bender.controller != null) { + if(bender.bendOffsets.Length != bender.controller.hand.fingers.Length) + bender.bendOffsets = new float[bender.controller.hand.fingers.Length]; + for(int i = 0; i < bender.controller.hand.fingers.Length; i++) { + var layout = EditorGUILayout.GetControlRect(); + layout.width /= 2; + var text = new GUIContent(bender.controller.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]); + //EditorGUILayout.Space(); + } + } + } + } +} diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandAxisFingerBenderEditor.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandAxisFingerBenderEditor.cs.meta new file mode 100644 index 0000000..2eb5c88 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandAxisFingerBenderEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f802d8d8b67f98f4da2e150efe414fd3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandFingerBenderEditor.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandFingerBenderEditor.cs new file mode 100644 index 0000000..d83ce34 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandFingerBenderEditor.cs @@ -0,0 +1,36 @@ +using Autohand.Demo; +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Autohand { + [CustomEditor(typeof(SteamVRAutoHandFingerBender))] + public class SteamVRAutoHandFingerBenderEditor : Editor{ + SteamVRAutoHandFingerBender bender; + + void OnEnable() { + bender = target as SteamVRAutoHandFingerBender; + } + + public override void OnInspectorGUI() { + EditorUtility.SetDirty(bender); + + DrawDefaultInspector(); + EditorGUILayout.Space(); + if(bender.controller != null) { + if(bender.bendOffsets.Length != bender.controller.hand.fingers.Length) + bender.bendOffsets = new float[bender.controller.hand.fingers.Length]; + for(int i = 0; i < bender.controller.hand.fingers.Length; i++) { + var layout = EditorGUILayout.GetControlRect(); + layout.width /= 2; + var text = new GUIContent(bender.controller.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(); + } + } +} diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandFingerBenderEditor.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandFingerBenderEditor.cs.meta new file mode 100644 index 0000000..36e36bf --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/Editor/SteamVRAutoHandFingerBenderEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 417d02132cecd1247ba2f3a6a03c4d86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/IndexHandControllerLink.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/IndexHandControllerLink.cs new file mode 100644 index 0000000..bb24f52 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/IndexHandControllerLink.cs @@ -0,0 +1,210 @@ +#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 IndexHandControllerLink : HandControllerLink { + + float GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum finger) { + switch(finger){ + case SteamVR_Skeleton_FingerIndexEnum.index: + return skeletonAction.GetFingerCurl(finger)*indexMax; + case SteamVR_Skeleton_FingerIndexEnum.middle: + return skeletonAction.GetFingerCurl(finger)*middleMax; + case SteamVR_Skeleton_FingerIndexEnum.ring: + return skeletonAction.GetFingerCurl(finger)*ringMax; + case SteamVR_Skeleton_FingerIndexEnum.pinky: + return skeletonAction.GetFingerCurl(finger)*pinkyMax; + case SteamVR_Skeleton_FingerIndexEnum.thumb: + return skeletonAction.GetFingerCurl(finger)*thumbMax; + }; + return skeletonAction.GetFingerCurl(finger); + } + + //YOU CAN INCREASE THE FINGER BEND SPEED BY INCREASING THE fingerSmoothSpeed VALUE ON EACH FINGER + //YOU CAN DISABLE FINGER SWAY BY TURNING SWAY STRENGTH ON HAND TO 0 OR DISABLEIK ENABLED + + public SteamVR_Input_Sources handType; + public SteamVR_Action_Skeleton skeletonAction; + [Tooltip("Allows fingers to move while holding an object"), Space] + public bool freeFingers = true; + + [Header("Bend Fingers")] + public Finger thumb; + public Finger index; + public Finger middle; + public Finger ring; + public Finger pinky; + + public float thumbMax = 0.8f; + public float indexMax = 1; + public float middleMax = 1; + public float ringMax = 1; + public float pinkyMax = 1; + + + [Space] + + [Header("Grab Finger Action")] + [Tooltip("The required fingers to be bent to the required finger bend to call the grab event, all of these fingers needs to be past the required bend value [Represents AND]")] + public SteamVRFingerBend[] grabFingersRequired; + + [Header("Grab Controller Action")] + public SteamVR_Action_Boolean grabAction; + + [Header("Squeeze Finger Action"), Space, Space, Space] + [Tooltip("The required fingers to be bent to the required finger bend to call the squeeze event, all of these fingers needs to be past the required bend value [Represents AND]")] + public SteamVRFingerBend[] squeezeFingersRequired; + + [Header("Squeeze Controller Axis")] + public SteamVR_Action_Single squeezeAction; + public float requiredSqueeze = 0.8f; + + bool grabbing; + bool squeezing; + + private void Start() { + if(hand.left) + handLeft = this; + else + handRight = this; + } + + + public void FixedUpdate() { + if(hand.IsGrabbing()) + return; + + bool grab = IsGrabbing(); + if(!grabbing && grab) { + grabbing = true; + hand.Grab(); + } + + if(grabbing && !grab) { + grabbing = false; + hand.Release(); + } + + + bool squeeze = IsSqueezing(); + if(!squeezing && squeeze) { + squeezing = true; + hand.Squeeze(); + } + + if(squeezing && !squeeze) { + squeezing = false; + hand.Unsqueeze(); + } + + + if(!hand.holdingObj && !hand.IsPosing()) { + thumb.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.thumb); + index.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.index); + middle.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.middle); + ring.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.ring); + pinky.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.pinky); + + thumb.UpdateFinger(); + index.UpdateFinger(); + middle.UpdateFinger(); + ring.UpdateFinger(); + pinky.UpdateFinger(); + } + else if(freeFingers && !hand.IsPosing()) { + foreach(var finger in hand.fingers) + finger.SetFingerBend(0); + + thumb.secondaryOffset = thumb.GetLastHitBend(); + index.secondaryOffset = index.GetLastHitBend(); + middle.secondaryOffset = middle.GetLastHitBend(); + ring.secondaryOffset = ring.GetLastHitBend(); + pinky.secondaryOffset = pinky.GetLastHitBend(); + + + if(GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.thumb) < thumb.GetLastHitBend()) + thumb.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.thumb); + + if(GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.index) < index.GetLastHitBend()) + index.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.index); + + if(GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.middle) < middle.GetLastHitBend()) + middle.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.middle); + + if(GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.ring) < ring.GetLastHitBend()) + ring.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.ring); + + if(GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.pinky) < pinky.GetLastHitBend()) + pinky.secondaryOffset = GetFingerCurl(SteamVR_Skeleton_FingerIndexEnum.pinky); + + thumb.UpdateFinger(); + index.UpdateFinger(); + middle.UpdateFinger(); + ring.UpdateFinger(); + pinky.UpdateFinger(); + } + + hand.SetGrip((thumb.secondaryOffset + index.secondaryOffset + middle.secondaryOffset + ring.secondaryOffset + pinky.secondaryOffset) / 5f, (thumb.secondaryOffset + index.secondaryOffset + middle.secondaryOffset + ring.secondaryOffset + pinky.secondaryOffset) / 5f); + } + + + + + public bool IsGrabbing(){ + bool requiredFingers = true; + + if(grabFingersRequired.Length == 0) + requiredFingers = false; + else + for (int i = 0; i < grabFingersRequired.Length; i++){ + if(GetFingerCurl(grabFingersRequired[i].finger) < grabFingersRequired[i].amount){ + requiredFingers = false; + } + } + + if(grabAction != null && grabAction.GetState(handType)){ + requiredFingers = true; + } + + return requiredFingers; + } + + + public bool IsSqueezing(){ + bool requiredFingers = true; + + if(squeezeFingersRequired.Length == 0) + requiredFingers = false; + else + for (int i = 0; i < squeezeFingersRequired.Length; i++){ + if (GetFingerCurl(squeezeFingersRequired[i].finger) < squeezeFingersRequired[i].amount){ + requiredFingers = false; + } + } + + if(squeezeAction != null && squeezeAction.GetAxis(handType) > requiredSqueeze){ + requiredFingers = true; + } + + return requiredFingers; + } + + public override void TryHapticImpulse(float duration, float amp, float freq) { + //SteamVR_Actions.default_Haptic[handType].Execute(0, duration, freq, amp); + + } + } + + [System.Serializable] + public struct SteamVRFingerBend { + public float amount; + public SteamVR_Skeleton_FingerIndexEnum finger; + } + + +} +#endif diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/IndexHandControllerLink.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/IndexHandControllerLink.cs.meta new file mode 100644 index 0000000..fd9c377 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/IndexHandControllerLink.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b7a78e3a7dbee14998b76910cc1867f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandAxisFingerBender.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandAxisFingerBender.cs new file mode 100644 index 0000000..75659ba --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandAxisFingerBender.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_STANDALONE_WIN || UNITY_EDITOR +using Valve.VR; +namespace Autohand.Demo{ + public class SteamVRAutoHandAxisFingerBender : MonoBehaviour{ + public SteamVRHandControllerLink controller; + public SteamVR_Action_Single axis; + + [HideInInspector] + public float[] bendOffsets; + float lastAxis; + + void LateUpdate(){ + var currAxis = controller.GetAxis(axis); + for(int i = 0; i < controller.hand.fingers.Length; i++) { + controller.hand.fingers[i].bendOffset += (currAxis-lastAxis)*bendOffsets[i]; + } + + lastAxis = currAxis; + } + + private void OnDrawGizmosSelected() { + if(controller == null && GetComponent()){ + controller = GetComponent(); + bendOffsets = new float[controller.hand.fingers.Length]; + } + } + } +} +#endif diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandAxisFingerBender.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandAxisFingerBender.cs.meta new file mode 100644 index 0000000..4c5b3ae --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandAxisFingerBender.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 53743b3c62f48a042be3c2fab4f804d3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandFingerBender.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandFingerBender.cs new file mode 100644 index 0000000..604d793 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandFingerBender.cs @@ -0,0 +1,41 @@ + +#if UNITY_STANDALONE_WIN || UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Valve.VR; + +namespace Autohand.Demo{ + public class SteamVRAutoHandFingerBender : MonoBehaviour{ + public SteamVRHandControllerLink controller; + public SteamVR_Action_Boolean button; + + [HideInInspector] + public float[] bendOffsets; + + bool pressed; + + void Update(){ + if(!pressed && controller.ButtonPressed(button)) { + pressed = true; + for(int i = 0; i < controller.hand.fingers.Length; i++) { + controller.hand.fingers[i].bendOffset += bendOffsets[i]; + } + } + else if(pressed && !controller.ButtonPressed(button)) { + pressed = false; + for(int i = 0; i < controller.hand.fingers.Length; i++) { + controller.hand.fingers[i].bendOffset -= bendOffsets[i]; + } + } + } + + private void OnDrawGizmosSelected() { + if(controller == null && GetComponent()){ + controller = GetComponent(); + bendOffsets = new float[controller.hand.fingers.Length]; + } + } + } +} +#endif diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandFingerBender.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandFingerBender.cs.meta new file mode 100644 index 0000000..33397e0 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRAutoHandFingerBender.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 77afd5561c0203541a726406927eb019 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRControllerEvent.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRControllerEvent.cs new file mode 100644 index 0000000..9e4d148 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRControllerEvent.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +#if !UNITY_ANDROID +using Valve.VR; +#endif + +namespace Autohand.Demo +{ + public class SteamVRControllerEvent : MonoBehaviour{ +#if !UNITY_ANDROID + public SteamVR_Input_Sources controller; + public SteamVR_Action_Boolean button; + public UnityEvent Pressed; + public UnityEvent Released; + bool pressed; + + + void Update() + { + if (!pressed && button.GetState(controller)) + { + pressed = true; + Pressed?.Invoke(); + } + if (pressed && !button.GetState(controller)) + { + pressed = false; + Released?.Invoke(); + } + } +#endif + } +} \ No newline at end of file diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRControllerEvent.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRControllerEvent.cs.meta new file mode 100644 index 0000000..ace8560 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRControllerEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8eb2464cc46ef314cb3c1e236516dbc4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandControllerLink.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandControllerLink.cs new file mode 100644 index 0000000..2015430 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandControllerLink.cs @@ -0,0 +1,76 @@ +#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 diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandControllerLink.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandControllerLink.cs.meta new file mode 100644 index 0000000..7753c61 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandControllerLink.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 861ca66885ccaa44e83b7098759bd00b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandPlayerLink.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandPlayerLink.cs new file mode 100644 index 0000000..bb2b745 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandPlayerLink.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if !UNITY_ANDROID +using Valve.VR; +#endif + +namespace Autohand.Demo +{ + public class SteamVRHandPlayerLink : MonoBehaviour{ +#if !UNITY_ANDROID + public AutoHandPlayer player; + public SteamVR_Input_Sources moveController; + public SteamVR_Action_Vector2 moveAxis; + + public SteamVR_Input_Sources TurnController; + public SteamVR_Action_Boolean turnRightButton; + public SteamVR_Action_Boolean turnLeftButton; + bool rightPressed; + bool leftPressed; + + void Update(){ + player.Move(moveAxis.GetAxis(moveController)); + if(!moveAxis.active) + player.Move(Vector2.zero); + + if (!rightPressed && turnRightButton.GetState(TurnController)) { + player.Turn(1); + rightPressed = true; + } + else if (rightPressed && !turnRightButton.GetState(TurnController)){ + player.Turn(0); + rightPressed = false; + } + + if (!leftPressed && turnLeftButton.GetState(TurnController)) { + player.Turn(-1); + leftPressed = true; + } + else if (leftPressed && !turnLeftButton.GetState(TurnController)) { + player.Turn(0); + leftPressed = false; + } + } +#endif + } +} \ No newline at end of file diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandPlayerLink.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandPlayerLink.cs.meta new file mode 100644 index 0000000..5d26f46 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRHandPlayerLink.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5718eb25a8625e645a8db9c6f0f933ff +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRMover.cs b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRMover.cs new file mode 100644 index 0000000..ac5cd12 --- /dev/null +++ b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRMover.cs @@ -0,0 +1,104 @@ +#if UNITY_STANDALONE_WIN || UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Autohand.Demo; +using Valve.VR; + +namespace Autohand{ + //THIS SCRIPT IS A TEMPORARY DEMO SCRIPT + //BETTER MOVEMENT OPTIONS COMING SOON + public class SteamVRMover : MonoBehaviour{ + [Header("TEMP DEMO SCRIPT - Advanced script coming soon")] + [Header("Controllers")] + public SteamVRHandControllerLink moverController; + public SteamVRHandControllerLink turningController; + public SteamVR_Action_Vector2 moverAxis; + public SteamVR_Action_Boolean turnRightButton; + public SteamVR_Action_Boolean turnLeftButton; + + [Header("Body")] + public GameObject cam; + private CharacterController controller; + private CapsuleCollider collisionCapsule; + + [Header("Settings")] + public bool snapTurning; + public float turnAngle; + public float speed = 5; + public float gravity = 1; + + private float currentGravity = 0; + + private bool axisReset = true; + + Vector3 moveAxis; + float turningAxis; + + //Driver + public void LateUpdate(){ + if(snapTurning){ + bool rightTurn = turningController.ButtonPressed(turnRightButton); + bool leftTurn = turningController.ButtonPressed(turnLeftButton); + turningAxis = 0; + if(rightTurn) + turningAxis = 1; + else if(leftTurn) + turningAxis = -1; + } + else turningAxis = moverController.GetAxis2D(moverAxis).x; + + Turning(); + + + moveAxis = moverController.GetAxis2D(moverAxis); + Move(moveAxis.x, moveAxis.z, moveAxis.y); + } + + + private void Awake(){ + gameObject.layer = LayerMask.NameToLayer("HandPlayer"); + controller = GetComponent(); + } + + + public void Move(float x, float y, float z){ + + Vector3 direction = new Vector3(x, y, z); + Vector3 headRotation = new Vector3(0, cam.transform.eulerAngles.y, 0); + + direction = Quaternion.Euler(headRotation) * direction; + + currentGravity = Physics.gravity.y * gravity; + + if (controller.isGrounded) + currentGravity = 0; + + controller.Move(new Vector3(direction.x * speed, direction.y * speed + currentGravity, direction.z * speed) * Time.deltaTime); + } + + + void Turning(){ + //Snap turning + if (snapTurning){ + if (turningAxis > 0.7f && axisReset){ + transform.rotation *= Quaternion.Euler(0, turnAngle, 0); + axisReset = false; + } + else if (turningAxis < -0.7f && axisReset){ + transform.rotation *= Quaternion.Euler(0, -turnAngle, 0); + axisReset = false; + } + + if (Mathf.Abs(turningAxis) < 0.4f) + axisReset = true; + } + + //Smooth turning + else{ + transform.rotation *= Quaternion.Euler(0, Time.deltaTime * turnAngle * turningAxis, 0); + } + } + } +} +#endif diff --git a/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRMover.cs.meta b/EmergencyEvacuation/Assets/AutoHand/Examples/Scenes/SteamVR/Scripts/SteamVRMover.cs.meta new file mode 100644 index 0000000..b2b4d6f --- /dev/null +++ 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