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130 lines
3.9 KiB
C#

using UnityEngine;
using Autohand;
public class HandEventTemplate : MonoBehaviour{
public Hand hand;
void OnEnable() {
hand.OnBeforeGrabbed += OnBeforeGrabbed;
hand.OnGrabbed += OnGrabbed;
hand.OnBeforeReleased += OnBeforeReleased;
hand.OnReleased += OnReleased;
hand.OnForcedRelease += OnForcedRelease;
hand.OnGrabJointBreak += OnGrabJointBreak;
hand.OnHandCollisionStart += OnHandCollisionStart;
hand.OnHandCollisionStop += OnHandCollisionStop;
hand.OnHandTriggerStart += OnHandTriggerStart;
hand.OnHandTriggerStop += OnHandTriggerStop;
hand.OnHighlight += OnHighlight;
hand.OnStopHighlight += OnStopHighlight;
hand.OnSqueezed += OnSqueezed;
hand.OnUnsqueezed += OnUnsqueezed;
hand.OnTriggerGrab += OnTriggerGrab;
hand.OnTriggerRelease += OnTriggerRelease;
}
void OnDisable() {
hand.OnBeforeGrabbed -= OnBeforeGrabbed;
hand.OnGrabbed -= OnGrabbed;
hand.OnBeforeReleased -= OnBeforeReleased;
hand.OnReleased -= OnReleased;
hand.OnForcedRelease -= OnForcedRelease;
hand.OnGrabJointBreak -= OnGrabJointBreak;
hand.OnHighlight -= OnHighlight;
hand.OnStopHighlight -= OnStopHighlight;
hand.OnSqueezed -= OnSqueezed;
hand.OnUnsqueezed -= OnUnsqueezed;
hand.OnTriggerGrab -= OnTriggerGrab;
hand.OnTriggerRelease -= OnTriggerRelease;
hand.OnHandCollisionStart -= OnHandCollisionStart;
hand.OnHandCollisionStop -= OnHandCollisionStop;
hand.OnHandTriggerStart -= OnHandTriggerStart;
hand.OnHandTriggerStop -= OnHandTriggerStop;
}
void OnBeforeGrabbed(Hand hand, Grabbable grab) {
//Called when an object is grabbed before anything else
}
void OnGrabbed(Hand hand, Grabbable grab) {
//Called when an object is grabbed
}
void OnBeforeReleased(Hand hand, Grabbable grab) {
//Called when a held object is released before anything else
}
void OnReleased(Hand hand, Grabbable grab) {
//Called when a held object is released
}
void OnForcedRelease(Hand hand, Grabbable grab) {
//Called when the force release functions is called
}
void OnGrabJointBreak(Hand hand, Grabbable grab) {
//Called when the joint between the hand the grabbable breaks
}
void OnHighlight(Hand hand, Grabbable grab) {
//Called when the hand grab targets a new object
}
void OnStopHighlight(Hand hand, Grabbable grab) {
//Called when the hand grab stops targeting an object
}
void OnSqueezed(Hand hand, Grabbable grab) {
//Called when the "Squeeze" event is called, this event is tied to a seconary controller input through the HandControllerLink component on the hand
}
void OnUnsqueezed(Hand hand, Grabbable grab) {
//Called when the "Unsqueeze" event is called, this event is tied to a seconary controller input through the HandControllerLink component on the hand
}
void OnTriggerGrab(Hand hand, Grabbable grab) {
//Called when the "Grab" event is called, regardless of whether something is being grabbed or not
}
void OnTriggerRelease(Hand hand, Grabbable grab) {
//Called when the "Release" event is called, regardless of whether something is being held or released
}
void OnHandCollisionStart(Hand hand, GameObject other) {
//Called when the hand hits an object for the first time and isn't already colliding
}
void OnHandCollisionStop(Hand hand, GameObject other) {
//Called all the hand has zero collisions on the object
}
void OnHandTriggerStart(Hand hand, GameObject other) {
//Called when the hand triggers an object for the first time and isn't already triggering
}
void OnHandTriggerStop(Hand hand, GameObject other) {
//Called when the hand has zero colliders overlapping this trigger
}
}