rabidus-test/Assets/BNG Framework/Scripts/Core/GrabbableEvents.cs

244 lines
7.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace BNG {
/// <summary>
/// Override this class to respond to various events that happen to this Grabbable
/// </summary>
[RequireComponent(typeof(Grabbable))]
public abstract class GrabbableEvents : MonoBehaviour {
protected Grabbable grab;
protected Grabber thisGrabber;
protected InputBridge input;
protected virtual void Awake() {
grab = GetComponent<Grabbable>();
input = InputBridge.Instance;
}
/// <summary>
/// Item has been grabbed by a Grabber
/// </summary>
/// <param name="grabber"></param>
public virtual void OnGrab(Grabber grabber) {
thisGrabber = grabber;
}
/// <summary>
/// Has been dropped from the Grabber
/// </summary>
public virtual void OnRelease() {
}
/// <summary>
/// Called if this is the closest grabbable but wasn't in the previous frame
/// </summary>
/// <param name="touchingHand"></param>
public virtual void OnBecomesClosestGrabbable(ControllerHand touchingHand) {
}
/// <summary>
/// Called if this is the closest grabbable but wasn't in the previous frame
/// </summary>
/// <param name="touchingGrabber"></param>
public virtual void OnBecomesClosestGrabbable(Grabber touchingGrabber) {
}
/// <summary>
/// No longer closest grabbable. May need to disable highlight, ring, etc.
/// </summary>
/// <param name="touchingHand"></param>
public virtual void OnNoLongerClosestGrabbable(ControllerHand touchingHand) {
}
/// <summary>
/// No longer closest grabbable. May need to disable highlight, ring, etc.
/// </summary>
/// <param name="touchingGrabber"></param>
public virtual void OnNoLongerClosestGrabbable(Grabber touchingGrabber) {
}
/// <summary>
/// Fires if this is the closest remote grabbable but wasn't in the previous frame
/// </summary>
/// <param name="touchingHand"></param>
public virtual void OnBecomesClosestRemoteGrabbable(ControllerHand touchingHand) {
}
/// <summary>
/// Fires if this is the closest remote grabbable but wasn't in the previous frame
/// </summary>
/// <param name="theGrabber">The Grabber that this object is valid for</param>
public virtual void OnBecomesClosestRemoteGrabbable(Grabber theGrabber) {
}
/// <summary>
/// Fires if this was the closest remote grabbable last frame, but not this frame
/// </summary>
/// <param name="touchingHand"></param>
public virtual void OnNoLongerClosestRemoteGrabbable(ControllerHand touchingHand) {
}
/// <summary>
/// Fires if this was the closest remote grabbable last frame, but not this frame
/// </summary>
/// <param name="theGrabber">The Grabber this object used to be associated with</param>
public virtual void OnNoLongerClosestRemoteGrabbable(Grabber theGrabber) {
}
/// <summary>
/// Amount of Grip (0-1). Only fired if object is being held.
/// </summary>
/// <param name="gripValue">0 - 1 Open / Closed</param>
public virtual void OnGrip(float gripValue) {
}
/// <summary>
/// Amount of Trigger being held down on the grabbed items controller. Only fired if object is being held.
/// </summary>
/// <param name="triggerValue">0 - 1 Open / Closed</param>
public virtual void OnTrigger(float triggerValue) {
}
/// <summary>
/// Fires if trigger was pressed down on this controller this frame, but was not pressed last frame. Only fired if object is being held.
/// </summary>
public virtual void OnTriggerDown() {
}
/// <summary>
/// Fires if Trigger is not held down this frame
/// </summary>
public virtual void OnTriggerUp() {
}
/// <summary>
/// Button 1 is being held down this frame but not last
/// Oculus : Button 1 = "A" if held in Right controller."X" if held in Left Controller
/// </summary>
public virtual void OnButton1() {
}
/// <summary>
/// Button 1 Pressed down this frame
/// Oculus : Button 1 = "A" if held in Right controller."X" if held in Left Controller
/// </summary>
public virtual void OnButton1Down() {
}
/// <summary>
/// Button 1 Released this frame
/// Oculus : Button 1 = "A" if held in Right controller."X" if held in Left Controller
/// </summary>
public virtual void OnButton1Up() {
}
/// <summary>
/// Button 2 is being held down this frame but not last
/// Oculus : Button 2 = "B" if held in Right controller."Y" if held in Left Controller
/// </summary>
public virtual void OnButton2() {
}
/// <summary>
/// Button 2 Pressed down this frame
/// Oculus : Button 2 = "B" if held in Right controller."Y" if held in Left Controller
/// </summary>
public virtual void OnButton2Down() {
}
/// <summary>
/// Button 2 Released this frame
/// Oculus : Button 2 = "B" if held in Right controller."Y" if held in Left Controller
/// </summary>
public virtual void OnButton2Up() {
}
/// <summary>
/// Grabbable has been successfully inserted into a SnapZone
/// </summary>
public virtual void OnSnapZoneEnter() {
}
/// <summary>
/// Grabbable has been removed from a SnapZone
/// </summary>
public virtual void OnSnapZoneExit() {
}
}
/// <summary>
/// A UnityEvent with a float as a parameter
/// </summary>
[System.Serializable]
public class FloatEvent : UnityEvent<float> { }
/// <summary>
/// A UnityEvent with a 2 floats as parameters
/// </summary>
[System.Serializable]
public class FloatFloatEvent : UnityEvent<float, float> { }
/// <summary>
/// A UnityEvent with a Grabber as the parameter
/// </summary>
[System.Serializable]
public class GrabberEvent : UnityEvent<Grabber> { }
/// <summary>
/// A UnityEvent with a Grabbable as the parameter
/// </summary>
[System.Serializable]
public class GrabbableEvent : UnityEvent<Grabbable> { }
/// <summary>
/// A UnityEvent with a RaycastHit as the parameter
/// </summary>
[System.Serializable]
public class RaycastHitEvent : UnityEvent<RaycastHit> { }
/// <summary>
/// A UnityEvent with a Vector2 as a parameter
/// </summary>
[System.Serializable]
public class Vector2Event : UnityEvent<Vector2> { }
/// <summary>
/// A UnityEvent with a Vector3 as a parameter
/// </summary>
[System.Serializable]
public class Vector3Event : UnityEvent<Vector3> { }
/// <summary>
/// A UnityEvent with a Vector3 as a parameter
/// </summary>
[System.Serializable]
public class PointerEventDataEvent : UnityEvent<UnityEngine.EventSystems.PointerEventData> { }
}