soundvision/UnityProject/Assets/ThridParty/SteamVR/Scripts/SteamVR_Behaviour.cs

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2019-10-29 15:13:37 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
#if UNITY_2017_2_OR_NEWER
using UnityEngine.XR;
#else
using XRSettings = UnityEngine.VR.VRSettings;
using XRDevice = UnityEngine.VR.VRDevice;
#endif
namespace Valve.VR
{
public class SteamVR_Behaviour : MonoBehaviour
{
private const string openVRDeviceName = "OpenVR";
public static bool forcingInitialization = false;
private static SteamVR_Behaviour _instance;
public static SteamVR_Behaviour instance
{
get
{
if (_instance == null)
{
Initialize(false);
}
return _instance;
}
}
public bool initializeSteamVROnAwake = true;
public bool doNotDestroy = true;
[HideInInspector]
public SteamVR_Render steamvr_render;
internal static bool isPlaying = false;
private static bool initializing = false;
public static void Initialize(bool forceUnityVRToOpenVR = false)
{
if (_instance == null && initializing == false)
{
initializing = true;
GameObject steamVRObject = null;
if (forceUnityVRToOpenVR)
forcingInitialization = true;
SteamVR_Render renderInstance = GameObject.FindObjectOfType<SteamVR_Render>();
if (renderInstance != null)
steamVRObject = renderInstance.gameObject;
SteamVR_Behaviour behaviourInstance = GameObject.FindObjectOfType<SteamVR_Behaviour>();
if (behaviourInstance != null)
steamVRObject = behaviourInstance.gameObject;
if (steamVRObject == null)
{
GameObject objectInstance = new GameObject("[SteamVR]");
_instance = objectInstance.AddComponent<SteamVR_Behaviour>();
_instance.steamvr_render = objectInstance.AddComponent<SteamVR_Render>();
}
else
{
behaviourInstance = steamVRObject.GetComponent<SteamVR_Behaviour>();
if (behaviourInstance == null)
behaviourInstance = steamVRObject.AddComponent<SteamVR_Behaviour>();
if (renderInstance != null)
behaviourInstance.steamvr_render = renderInstance;
else
{
behaviourInstance.steamvr_render = steamVRObject.GetComponent<SteamVR_Render>();
if (behaviourInstance.steamvr_render == null)
behaviourInstance.steamvr_render = steamVRObject.AddComponent<SteamVR_Render>();
}
_instance = behaviourInstance;
}
if (_instance != null && _instance.doNotDestroy)
GameObject.DontDestroyOnLoad(_instance.transform.root.gameObject);
initializing = false;
}
}
protected void Awake()
{
isPlaying = true;
if (initializeSteamVROnAwake && forcingInitialization == false)
InitializeSteamVR();
}
public void InitializeSteamVR(bool forceUnityVRToOpenVR = false)
{
if (forceUnityVRToOpenVR)
{
forcingInitialization = true;
if (initializeCoroutine != null)
StopCoroutine(initializeCoroutine);
if (XRSettings.loadedDeviceName == openVRDeviceName)
EnableOpenVR();
else
initializeCoroutine = StartCoroutine(DoInitializeSteamVR(forceUnityVRToOpenVR));
}
else
{
SteamVR.Initialize(false);
}
}
private Coroutine initializeCoroutine;
#if UNITY_2018_3_OR_NEWER
private bool loadedOpenVRDeviceSuccess = false;
private IEnumerator DoInitializeSteamVR(bool forceUnityVRToOpenVR = false)
{
XRDevice.deviceLoaded += XRDevice_deviceLoaded;
XRSettings.LoadDeviceByName(openVRDeviceName);
while (loadedOpenVRDeviceSuccess == false)
{
yield return null;
}
XRDevice.deviceLoaded -= XRDevice_deviceLoaded;
EnableOpenVR();
}
private void XRDevice_deviceLoaded(string deviceName)
{
if (deviceName == openVRDeviceName)
{
loadedOpenVRDeviceSuccess = true;
}
else
{
Debug.LogError("<b>[SteamVR]</b> Tried to async load: " + openVRDeviceName + ". Loaded: " + deviceName);
loadedOpenVRDeviceSuccess = true; //try anyway
}
}
#else
private IEnumerator DoInitializeSteamVR(bool forceUnityVRToOpenVR = false)
{
XRSettings.LoadDeviceByName(openVRDeviceName);
yield return null;
EnableOpenVR();
}
#endif
private void EnableOpenVR()
{
XRSettings.enabled = true;
SteamVR.Initialize(false);
initializeCoroutine = null;
forcingInitialization = false;
}
#if UNITY_EDITOR
//only stop playing if the unity editor is running
private void OnDestroy()
{
isPlaying = false;
}
#endif
#if UNITY_2017_1_OR_NEWER
protected void OnEnable()
{
Application.onBeforeRender += OnBeforeRender;
SteamVR_Events.System(EVREventType.VREvent_Quit).Listen(OnQuit);
}
protected void OnDisable()
{
Application.onBeforeRender -= OnBeforeRender;
SteamVR_Events.System(EVREventType.VREvent_Quit).Remove(OnQuit);
}
protected void OnBeforeRender()
{
PreCull();
}
#else
protected void OnEnable()
{
Camera.onPreCull += OnCameraPreCull;
SteamVR_Events.System(EVREventType.VREvent_Quit).Listen(OnQuit);
}
protected void OnDisable()
{
Camera.onPreCull -= OnCameraPreCull;
SteamVR_Events.System(EVREventType.VREvent_Quit).Remove(OnQuit);
}
protected void OnCameraPreCull(Camera cam)
{
if (!cam.stereoEnabled)
return;
PreCull();
}
#endif
protected static int lastFrameCount = -1;
protected void PreCull()
{
// Only update poses on the first camera per frame.
if (Time.frameCount != lastFrameCount)
{
lastFrameCount = Time.frameCount;
SteamVR_Input.OnPreCull();
}
}
protected void FixedUpdate()
{
SteamVR_Input.FixedUpdate();
}
protected void LateUpdate()
{
SteamVR_Input.LateUpdate();
}
protected void Update()
{
SteamVR_Input.Update();
}
protected void OnQuit(VREvent_t vrEvent)
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
}