85 lines
2.4 KiB
C#
85 lines
2.4 KiB
C#
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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namespace CurvedUI {
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/// <summary>
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/// 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
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/// </summary>
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public class CUI_ViveButtonState : MonoBehaviour
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{
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enum ViveButton
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{
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Trigger,
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TouchpadTouch,
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TouchpadPress,
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Grip,
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Menu,
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}
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#pragma warning disable 414 // this is just so we wont get "unused variable" code warnings when compiling without Vive.
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[SerializeField]
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Color ActiveColor = Color.green;
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[SerializeField]
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Color InActiveColor = Color.gray;
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[SerializeField] ViveButton ShowStateFor = ViveButton.Trigger;
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#pragma warning restore 414
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#if CURVEDUI_STEAMVR_LEGACY
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// Update is called once per frame
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void Update()
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{
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if(CurvedUIInputModule.Right == null)
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{
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Debug.LogError("Right controller not found - it may be off");
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return;
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}
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bool pressed = false;
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switch (ShowStateFor)
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{
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case ViveButton.Trigger:
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{
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pressed = GetUsedController().IsTriggerPressed;
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break;
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}
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case ViveButton.TouchpadPress:
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{
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pressed = GetUsedController().IsTouchpadPressed;
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break;
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}
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case ViveButton.TouchpadTouch:
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{
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pressed = GetUsedController().IsTouchpadTouched;
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break;
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}
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case ViveButton.Grip:
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{
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pressed = GetUsedController().IsGripPressed;
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break;
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}
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case ViveButton.Menu:
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{
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pressed = GetUsedController().IsApplicationMenuPressed;
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break;
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}
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}
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this.GetComponentInChildren<Image>().color = pressed ? ActiveColor : InActiveColor;
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}
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CurvedUIViveController GetUsedController()
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{
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return CurvedUIInputModule.Instance.UsedHand == CurvedUIInputModule.Hand.Right ? CurvedUIInputModule.Right : CurvedUIInputModule.Left;
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}
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#endif
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}
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}
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