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