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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();
}
}
}
}
}

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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() {
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DrawDefaultInspector();
EditorGUILayout.Space();
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EditorGUI.LabelField(layout, text);
layout.x += layout.width;
bender.bendOffsets[i] = EditorGUI.FloatField(layout, bender.bendOffsets[i]);
}
}
serializedObject.ApplyModifiedProperties();
}
}
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#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

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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<SteamVRHandControllerLink>()){
controller = GetComponent<SteamVRHandControllerLink>();
bendOffsets = new float[controller.hand.fingers.Length];
}
}
}
}
#endif

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#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<SteamVRHandControllerLink>()){
controller = GetComponent<SteamVRHandControllerLink>();
bendOffsets = new float[controller.hand.fingers.Length];
}
}
}
}
#endif

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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
}
}

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#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

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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
}
}

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#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<CharacterController>();
}
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

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#if UNITY_STANDALONE_WIN || UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
namespace Autohand.Demo{
public class SteamVRTeleporterLink : MonoBehaviour{
public Teleporter teleport;
public SteamVR_Input_Sources handType;
public SteamVR_Action_Boolean teleportAction;
bool teleporting;
private void FixedUpdate() {
if(!teleporting && teleportAction.GetState(handType)){
teleporting = true;
teleport.StartTeleport();
}
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teleport.Teleport();
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