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77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
#if UNITY_STANDALONE_WIN || UNITY_EDITOR
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Valve.VR;
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namespace Autohand.Demo {
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[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/controller-input")]
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public class SteamVRHandControllerLink : HandControllerLink {
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public SteamVR_Input_Sources handType;
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public SteamVR_Action_Single grabAxis;
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public SteamVR_Action_Single squeezeAxis;
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public SteamVR_Action_Boolean grabAction;
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public SteamVR_Action_Boolean squeezeAction;
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bool grabbing;
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bool squeezing;
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[HideInInspector]
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public float vibrationFrequency = 100f;
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private void Start() {
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if(hand.left)
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handLeft = this;
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else
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handRight = this;
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}
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public void Update() {
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if(squeezeAction != null && squeezeAction.GetState(handType) && !squeezing) {
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squeezing = true;
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hand.Squeeze();
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}
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else if(squeezeAction != null && !squeezeAction.GetState(handType) && squeezing) {
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squeezing = false;
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hand.Unsqueeze();
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}
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if(grabAction != null && grabAction.GetState(handType) && !grabbing) {
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grabbing = true;
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hand.Grab();
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}
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else if(grabAction != null && !grabAction.GetState(handType) && grabbing) {
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grabbing = false;
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hand.Release();
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}
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if(grabAxis != null && squeezeAxis != null)
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hand.SetGrip(grabAxis.GetAxis(handType), squeezeAxis.GetAxis(handType));
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else if(grabAxis != null)
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hand.SetGrip(grabAxis.GetAxis(handType), 0);
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}
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public bool ButtonPressed(SteamVR_Action_Boolean button) {
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return button.GetState(handType);
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}
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public float GetAxis(SteamVR_Action_Single axis1D) {
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return axis1D.GetAxis(handType);
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}
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public Vector2 GetAxis2D(SteamVR_Action_Vector2 axis2D) {
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return axis2D.GetAxis(handType);
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}
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public override void TryHapticImpulse(float duration, float amp, float freq) {
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try {
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//SteamVR_Actions.default_Haptic[handType].Execute(0, duration, freq, amp);
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}
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catch { }
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}
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}
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}
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#endif
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