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|
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grabAction:
|
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actionPath: /actions/AutoHand_Default/in/Press_Grip
|
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needsReinit: 0
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squeezeAction:
|
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actionPath: /actions/AutoHand_Default/in/Press_Trigger
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@ -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();
|
||||
}
|
||||
}
|
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}
|
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}
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}
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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() {
|
||||
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++) {
|
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var layout = EditorGUILayout.GetControlRect();
|
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layout.width /= 2;
|
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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();
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}
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}
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}
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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
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 0b7a78e3a7dbee14998b76910cc1867f
|
||||
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|
||||
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assetBundleName:
|
||||
assetBundleVariant:
|
@ -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<SteamVRHandControllerLink>()){
|
||||
controller = GetComponent<SteamVRHandControllerLink>();
|
||||
bendOffsets = new float[controller.hand.fingers.Length];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 53743b3c62f48a042be3c2fab4f804d3
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -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<SteamVRHandControllerLink>()){
|
||||
controller = GetComponent<SteamVRHandControllerLink>();
|
||||
bendOffsets = new float[controller.hand.fingers.Length];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77afd5561c0203541a726406927eb019
|
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|
||||
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|
||||
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|
@ -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
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 8eb2464cc46ef314cb3c1e236516dbc4
|
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||||
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|
||||
assetBundleVariant:
|
@ -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
|
@ -0,0 +1,11 @@
|
||||
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||||
guid: 861ca66885ccaa44e83b7098759bd00b
|
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|
||||
userData:
|
||||
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|
||||
assetBundleVariant:
|
@ -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
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
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@ -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<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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
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@ -0,0 +1,26 @@
|
||||
#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();
|
||||
}
|
||||
else if(teleporting && !teleportAction.GetState(handType)){
|
||||
teleporting = false;
|
||||
teleport.Teleport();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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Reference in New Issue