Initialer Upload neues Unity-Projekt
This commit is contained in:
@ -0,0 +1,149 @@
|
||||
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
||||
//
|
||||
// Purpose: Demonstrates how to create a simple interactable object
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
//-------------------------------------------------------------------------
|
||||
[RequireComponent( typeof( Interactable ) )]
|
||||
public class InteractableExample : MonoBehaviour
|
||||
{
|
||||
private TextMesh generalText;
|
||||
private TextMesh hoveringText;
|
||||
private Vector3 oldPosition;
|
||||
private Quaternion oldRotation;
|
||||
|
||||
private float attachTime;
|
||||
|
||||
private Hand.AttachmentFlags attachmentFlags = Hand.defaultAttachmentFlags & ( ~Hand.AttachmentFlags.SnapOnAttach ) & (~Hand.AttachmentFlags.DetachOthers) & (~Hand.AttachmentFlags.VelocityMovement);
|
||||
|
||||
private Interactable interactable;
|
||||
|
||||
//-------------------------------------------------
|
||||
void Awake()
|
||||
{
|
||||
var textMeshs = GetComponentsInChildren<TextMesh>();
|
||||
generalText = textMeshs[0];
|
||||
hoveringText = textMeshs[1];
|
||||
|
||||
generalText.text = "No Hand Hovering";
|
||||
hoveringText.text = "Hovering: False";
|
||||
|
||||
interactable = this.GetComponent<Interactable>();
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called when a Hand starts hovering over this object
|
||||
//-------------------------------------------------
|
||||
private void OnHandHoverBegin( Hand hand )
|
||||
{
|
||||
generalText.text = "Hovering hand: " + hand.name;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called when a Hand stops hovering over this object
|
||||
//-------------------------------------------------
|
||||
private void OnHandHoverEnd( Hand hand )
|
||||
{
|
||||
generalText.text = "No Hand Hovering";
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called every Update() while a Hand is hovering over this object
|
||||
//-------------------------------------------------
|
||||
private void HandHoverUpdate( Hand hand )
|
||||
{
|
||||
GrabTypes startingGrabType = hand.GetGrabStarting();
|
||||
bool isGrabEnding = hand.IsGrabEnding(this.gameObject);
|
||||
|
||||
if (interactable.attachedToHand == null && startingGrabType != GrabTypes.None)
|
||||
{
|
||||
// Save our position/rotation so that we can restore it when we detach
|
||||
oldPosition = transform.position;
|
||||
oldRotation = transform.rotation;
|
||||
|
||||
// Call this to continue receiving HandHoverUpdate messages,
|
||||
// and prevent the hand from hovering over anything else
|
||||
hand.HoverLock(interactable);
|
||||
|
||||
// Attach this object to the hand
|
||||
hand.AttachObject(gameObject, startingGrabType, attachmentFlags);
|
||||
}
|
||||
else if (isGrabEnding)
|
||||
{
|
||||
// Detach this object from the hand
|
||||
hand.DetachObject(gameObject);
|
||||
|
||||
// Call this to undo HoverLock
|
||||
hand.HoverUnlock(interactable);
|
||||
|
||||
// Restore position/rotation
|
||||
transform.position = oldPosition;
|
||||
transform.rotation = oldRotation;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called when this GameObject becomes attached to the hand
|
||||
//-------------------------------------------------
|
||||
private void OnAttachedToHand( Hand hand )
|
||||
{
|
||||
generalText.text = string.Format("Attached: {0}", hand.name);
|
||||
attachTime = Time.time;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called when this GameObject is detached from the hand
|
||||
//-------------------------------------------------
|
||||
private void OnDetachedFromHand( Hand hand )
|
||||
{
|
||||
generalText.text = string.Format("Detached: {0}", hand.name);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called every Update() while this GameObject is attached to the hand
|
||||
//-------------------------------------------------
|
||||
private void HandAttachedUpdate( Hand hand )
|
||||
{
|
||||
generalText.text = string.Format("Attached: {0} :: Time: {1:F2}", hand.name, (Time.time - attachTime));
|
||||
}
|
||||
|
||||
private bool lastHovering = false;
|
||||
private void Update()
|
||||
{
|
||||
if (interactable.isHovering != lastHovering) //save on the .tostrings a bit
|
||||
{
|
||||
hoveringText.text = string.Format("Hovering: {0}", interactable.isHovering);
|
||||
lastHovering = interactable.isHovering;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called when this attached GameObject becomes the primary attached object
|
||||
//-------------------------------------------------
|
||||
private void OnHandFocusAcquired( Hand hand )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------
|
||||
// Called when another attached GameObject becomes the primary attached object
|
||||
//-------------------------------------------------
|
||||
private void OnHandFocusLost( Hand hand )
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user