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145
Assets/SteamVR/Input/SteamVR_Behaviour_Single.cs
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145
Assets/SteamVR/Input/SteamVR_Behaviour_Single.cs
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Valve.VR
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{
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/// <summary>
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/// SteamVR_Behaviour_Single simplifies the use of single actions. It gives an event to subscribe to for when the action has changed.
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/// </summary>
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public class SteamVR_Behaviour_Single : MonoBehaviour
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{
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/// <summary>The single action to get data from.</summary>
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public SteamVR_Action_Single singleAction;
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/// <summary>The device this action applies to. Any if the action is not device specific.</summary>
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[Tooltip("The device this action should apply to. Any if the action is not device specific.")]
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public SteamVR_Input_Sources inputSource;
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/// <summary>Unity event that Fires whenever the action's value has changed since the last update.</summary>
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[Tooltip("Fires whenever the action's value has changed since the last update.")]
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public SteamVR_Behaviour_SingleEvent onChange;
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/// <summary>Unity event that Fires whenever the action's value has been updated</summary>
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[Tooltip("Fires whenever the action's value has been updated.")]
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public SteamVR_Behaviour_SingleEvent onUpdate;
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/// <summary>Unity event that Fires whenever the action's value has been updated and is non-zero</summary>
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[Tooltip("Fires whenever the action's value has been updated and is non-zero.")]
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public SteamVR_Behaviour_SingleEvent onAxis;
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/// <summary>C# event that fires whenever the action's value has changed since the last update.</summary>
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public ChangeHandler onChangeEvent;
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/// <summary>C# event that fires whenever the action's value has been updated</summary>
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public UpdateHandler onUpdateEvent;
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/// <summary>C# event that fires whenever the action's value has been updated and is non-zero</summary>
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public AxisHandler onAxisEvent;
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/// <summary>Returns whether this action is bound and the action set is active</summary>
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public bool isActive { get { return singleAction.GetActive(inputSource); } }
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protected virtual void OnEnable()
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{
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if (singleAction == null)
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{
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Debug.LogError("[SteamVR] Single action not set.", this);
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return;
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}
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AddHandlers();
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}
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protected virtual void OnDisable()
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{
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RemoveHandlers();
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}
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protected void AddHandlers()
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{
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singleAction[inputSource].onUpdate += SteamVR_Behaviour_Single_OnUpdate;
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singleAction[inputSource].onChange += SteamVR_Behaviour_Single_OnChange;
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singleAction[inputSource].onAxis += SteamVR_Behaviour_Single_OnAxis;
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}
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protected void RemoveHandlers()
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{
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if (singleAction != null)
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{
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singleAction[inputSource].onUpdate -= SteamVR_Behaviour_Single_OnUpdate;
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singleAction[inputSource].onChange -= SteamVR_Behaviour_Single_OnChange;
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singleAction[inputSource].onAxis -= SteamVR_Behaviour_Single_OnAxis;
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}
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}
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private void SteamVR_Behaviour_Single_OnUpdate(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
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{
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if (onUpdate != null)
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{
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onUpdate.Invoke(this, fromSource, newAxis, newDelta);
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}
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if (onUpdateEvent != null)
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{
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onUpdateEvent.Invoke(this, fromSource, newAxis, newDelta);
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}
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}
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private void SteamVR_Behaviour_Single_OnChange(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
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{
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if (onChange != null)
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{
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onChange.Invoke(this, fromSource, newAxis, newDelta);
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}
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if (onChangeEvent != null)
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{
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onChangeEvent.Invoke(this, fromSource, newAxis, newDelta);
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}
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}
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private void SteamVR_Behaviour_Single_OnAxis(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
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{
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if (onAxis != null)
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{
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onAxis.Invoke(this, fromSource, newAxis, newDelta);
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}
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if (onAxisEvent != null)
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{
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onAxisEvent.Invoke(this, fromSource, newAxis, newDelta);
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}
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}
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/// <summary>
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/// Gets the localized name of the device that the action corresponds to.
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/// </summary>
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/// <param name="localizedParts">
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/// <list type="bullet">
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/// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
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/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
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/// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
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/// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
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/// </list>
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/// </param>
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public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
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{
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if (singleAction != null)
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return singleAction.GetLocalizedOriginPart(inputSource, localizedParts);
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return null;
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}
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public delegate void AxisHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
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public delegate void ChangeHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
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public delegate void UpdateHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
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}
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}
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