rabidus-test/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ViveButtonState.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace CurvedUI {
/// <summary>
/// This script show you how to access the state of any button on Vive Controller via CurvedUI scripts. We use right controller as an example
/// </summary>
public class CUI_ViveButtonState : MonoBehaviour
{
enum ViveButton
{
Trigger,
TouchpadTouch,
TouchpadPress,
Grip,
Menu,
}
#pragma warning disable 414 // this is just so we wont get "unused variable" code warnings when compiling without Vive.
[SerializeField]
Color ActiveColor = Color.green;
[SerializeField]
Color InActiveColor = Color.gray;
[SerializeField] ViveButton ShowStateFor = ViveButton.Trigger;
#pragma warning restore 414
#if CURVEDUI_STEAMVR_LEGACY
// Update is called once per frame
void Update()
{
if(CurvedUIInputModule.Right == null)
{
Debug.LogError("Right controller not found - it may be off");
return;
}
bool pressed = false;
switch (ShowStateFor)
{
case ViveButton.Trigger:
{
pressed = GetUsedController().IsTriggerPressed;
break;
}
case ViveButton.TouchpadPress:
{
pressed = GetUsedController().IsTouchpadPressed;
break;
}
case ViveButton.TouchpadTouch:
{
pressed = GetUsedController().IsTouchpadTouched;
break;
}
case ViveButton.Grip:
{
pressed = GetUsedController().IsGripPressed;
break;
}
case ViveButton.Menu:
{
pressed = GetUsedController().IsApplicationMenuPressed;
break;
}
}
this.GetComponentInChildren<Image>().color = pressed ? ActiveColor : InActiveColor;
}
CurvedUIViveController GetUsedController()
{
return CurvedUIInputModule.Instance.UsedHand == CurvedUIInputModule.Hand.Right ? CurvedUIInputModule.Right : CurvedUIInputModule.Left;
}
#endif
}
}