192 lines
8.1 KiB
C#
192 lines
8.1 KiB
C#
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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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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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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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/// This component simplifies using boolean actions.
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/// <para>Provides editor accessible events: OnPress, OnPressDown, OnPressUp, OnChange, and OnUpdate.</para>
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/// <para>Provides script accessible events: OnPressEvent, OnPressDownEvent, OnPressUpEvent, OnChangeEvent, and OnUpdateEvent.</para>
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/// </summary>
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public class SteamVR_Behaviour_Boolean : MonoBehaviour
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{
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[Tooltip("The SteamVR boolean action that this component should use")]
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public SteamVR_Action_Boolean booleanAction;
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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>This UnityEvent fires whenever a change happens in the action</summary>
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public SteamVR_Behaviour_BooleanEvent onChange;
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/// <summary>This C# event fires whenever a change happens in the action</summary>
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public event ChangeHandler onChangeEvent;
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/// <summary>This UnityEvent fires whenever the action is updated</summary>
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public SteamVR_Behaviour_BooleanEvent onUpdate;
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/// <summary>This C# event fires whenever the action is updated</summary>
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public event UpdateHandler onUpdateEvent;
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/// <summary>This UnityEvent will fire whenever the boolean action is true and gets updated</summary>
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public SteamVR_Behaviour_BooleanEvent onPress;
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/// <summary>This C# event will fire whenever the boolean action is true and gets updated</summary>
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public event StateHandler onPressEvent;
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/// <summary>This UnityEvent will fire whenever the boolean action has changed from false to true in the last update</summary>
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public SteamVR_Behaviour_BooleanEvent onPressDown;
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/// <summary>This C# event will fire whenever the boolean action has changed from false to true in the last update</summary>
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public event StateDownHandler onPressDownEvent;
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/// <summary>This UnityEvent will fire whenever the boolean action has changed from true to false in the last update</summary>
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public SteamVR_Behaviour_BooleanEvent onPressUp;
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/// <summary>This C# event will fire whenever the boolean action has changed from true to false in the last update</summary>
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public event StateUpHandler onPressUpEvent;
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/// <summary>Returns true if this action is currently bound and its action set is active</summary>
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public bool isActive { get { return booleanAction[inputSource].active; } }
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/// <summary>Returns the action set that this action is in.</summary>
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public SteamVR_ActionSet actionSet { get { if (booleanAction != null) return booleanAction.actionSet; else return null; } }
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protected virtual void OnEnable()
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{
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if (booleanAction == null)
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{
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Debug.LogError("[SteamVR] Boolean 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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booleanAction[inputSource].onUpdate += SteamVR_Behaviour_Boolean_OnUpdate;
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booleanAction[inputSource].onChange += SteamVR_Behaviour_Boolean_OnChange;
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booleanAction[inputSource].onState += SteamVR_Behaviour_Boolean_OnState;
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booleanAction[inputSource].onStateDown += SteamVR_Behaviour_Boolean_OnStateDown;
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booleanAction[inputSource].onStateUp += SteamVR_Behaviour_Boolean_OnStateUp;
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}
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protected void RemoveHandlers()
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{
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if (booleanAction != null)
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{
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booleanAction[inputSource].onUpdate -= SteamVR_Behaviour_Boolean_OnUpdate;
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booleanAction[inputSource].onChange -= SteamVR_Behaviour_Boolean_OnChange;
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booleanAction[inputSource].onState -= SteamVR_Behaviour_Boolean_OnState;
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booleanAction[inputSource].onStateDown -= SteamVR_Behaviour_Boolean_OnStateDown;
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booleanAction[inputSource].onStateUp -= SteamVR_Behaviour_Boolean_OnStateUp;
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}
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}
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private void SteamVR_Behaviour_Boolean_OnStateUp(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
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{
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if (onPressUp != null)
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{
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onPressUp.Invoke(this, fromSource, false);
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}
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if (onPressUpEvent != null)
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{
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onPressUpEvent.Invoke(this, fromSource);
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}
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}
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private void SteamVR_Behaviour_Boolean_OnStateDown(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
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{
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if (onPressDown != null)
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{
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onPressDown.Invoke(this, fromSource, true);
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}
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if (onPressDownEvent != null)
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{
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onPressDownEvent.Invoke(this, fromSource);
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}
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}
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private void SteamVR_Behaviour_Boolean_OnState(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
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{
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if (onPress != null)
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{
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onPress.Invoke(this, fromSource, true);
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}
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if (onPressEvent != null)
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{
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onPressEvent.Invoke(this, fromSource);
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}
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}
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private void SteamVR_Behaviour_Boolean_OnUpdate(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
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{
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if (onUpdate != null)
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{
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onUpdate.Invoke(this, fromSource, newState);
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}
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if (onUpdateEvent != null)
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{
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onUpdateEvent.Invoke(this, fromSource, newState);
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}
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}
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private void SteamVR_Behaviour_Boolean_OnChange(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
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{
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if (onChange != null)
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{
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onChange.Invoke(this, fromSource, newState);
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}
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if (onChangeEvent != null)
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{
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onChangeEvent.Invoke(this, fromSource, newState);
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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 (booleanAction != null)
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return booleanAction.GetLocalizedOriginPart(inputSource, localizedParts);
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return null;
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}
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public delegate void StateDownHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
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public delegate void StateUpHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
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public delegate void StateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource);
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public delegate void ActiveChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active);
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public delegate void ChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
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public delegate void UpdateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState);
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}
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}
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