|
|
- // Ximmerse Controller|SDK_Ximmerse|004
- namespace VRTK
- {
- #if VRTK_DEFINE_SDK_XIMMERSE
- using UnityEngine;
- using System.Collections.Generic;
- using Ximmerse.InputSystem;
- using Ximmerse.VR;
- #endif
-
- /// <summary>
- /// The Ximmerse Controller SDK script provides a bridge to SDK methods that deal with the input devices.
- /// </summary>
- [SDK_Description(typeof(SDK_XimmerseSystem))]
- [SDK_Description(typeof(SDK_XimmerseSystem), 1)]
- public class SDK_XimmerseController
- #if VRTK_DEFINE_SDK_XIMMERSE
- : SDK_BaseController
- #else
- : SDK_FallbackController
- #endif
- {
- #if VRTK_DEFINE_SDK_XIMMERSE
- protected TrackedObject cachedLeftTrackedObject;
- protected TrackedObject cachedRightTrackedObject;
-
- protected Quaternion[] previousControllerRotations = new Quaternion[2];
- protected Quaternion[] currentControllerRotations = new Quaternion[2];
-
- protected Vector3[] previousControllerPositions = new Vector3[2];
- protected Vector3[] currentControllerPositions = new Vector3[2];
-
- protected bool[] previousHairTriggerState = new bool[2];
- protected bool[] currentHairTriggerState = new bool[2];
-
- protected bool[] previousHairGripState = new bool[2];
- protected bool[] currentHairGripState = new bool[2];
-
- protected float[] hairTriggerLimit = new float[2];
- protected float[] hairGripLimit = new float[2];
-
- /// <summary>
- /// The ProcessUpdate method enables an SDK to run logic for every Unity Update
- /// </summary>
- /// <param name="controllerReference">The reference for the controller.</param>
- /// <param name="options">A dictionary of generic options that can be used to within the update.</param>
- public override void ProcessUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
- {
- if (controllerReference != null && controllerReference.IsValid())
- {
- uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
- TrackedObject device = GetTrackedObject(controllerReference.actual);
- if (device != null)
- {
- previousControllerRotations[index] = currentControllerRotations[index];
- currentControllerRotations[index] = device.transform.rotation;
-
- previousControllerPositions[index] = currentControllerPositions[index];
- currentControllerPositions[index] = device.transform.position;
- }
- UpdateHairValues(index, GetButtonAxis(ButtonTypes.Trigger, controllerReference).x, GetButtonHairlineDelta(ButtonTypes.Trigger, controllerReference), ref previousHairTriggerState[index], ref currentHairTriggerState[index], ref hairTriggerLimit[index]);
- UpdateHairValues(index, GetButtonAxis(ButtonTypes.Grip, controllerReference).x, GetButtonHairlineDelta(ButtonTypes.Grip, controllerReference), ref previousHairGripState[index], ref currentHairGripState[index], ref hairGripLimit[index]);
- }
- }
-
- /// <summary>
- /// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
- /// </summary>
- /// <param name="controllerReference">The reference for the controller.</param>
- /// <param name="options">A dictionary of generic options that can be used to within the fixed update.</param>
- public override void ProcessFixedUpdate(VRTK_ControllerReference controllerReference, Dictionary<string, object> options)
- {
- }
-
- /// <summary>
- /// The GetCurrentControllerType method returns the current used ControllerType based on the SDK and headset being used.
- /// </summary>
- /// <param name="controllerReference">The reference to the controller to get type of.</param>
- /// <returns>The ControllerType based on the SDK and headset being used.</returns>
- public override ControllerType GetCurrentControllerType(VRTK_ControllerReference controllerReference = null)
- {
- return ControllerType.Ximmerse_Flip;
- }
-
- /// <summary>
- /// The GetControllerDefaultColliderPath returns the path to the prefab that contains the collider objects for the default controller of this SDK.
- /// </summary>
- /// <param name="hand">The controller hand to check for</param>
- /// <returns>A path to the resource that contains the collider GameObject.</returns>
- public override string GetControllerDefaultColliderPath(ControllerHand hand)
- {
- return "ControllerColliders/XimmerseCobra02";
- }
-
- /// <summary>
- /// The GetControllerElementPath returns the path to the game object that the given controller element for the given hand resides in.
- /// </summary>
- /// <param name="element">The controller element to look up.</param>
- /// <param name="hand">The controller hand to look up.</param>
- /// <param name="fullPath">Whether to get the initial path or the full path to the element.</param>
- /// <returns>A string containing the path to the game object that the controller element resides in.</returns>
- public override string GetControllerElementPath(ControllerElements element, ControllerHand hand, bool fullPath = false)
- {
- string suffix = (fullPath ? "" : "");
- string handName = (hand == ControllerHand.Left) ? "cobra02-L" : "cobra02-R";
- string path = handName + "/Dummy";
- switch (element)
- {
- case ControllerElements.AttachPoint:
- return path + "/object_8";
- case ControllerElements.Trigger:
- return path + "/object_2" + suffix;
- case ControllerElements.GripLeft:
- return path + "/object_5" + suffix;
- case ControllerElements.GripRight:
- return path + "/object_4" + suffix;
- case ControllerElements.Touchpad:
- return path + "/Cylinder001" + suffix;
- case ControllerElements.ButtonOne:
- return path + "/Cylinder002" + suffix;
- case ControllerElements.ButtonTwo:
- return path + "/Cylinder003" + suffix;
- case ControllerElements.SystemMenu:
- return path + "/Cylinder003" + suffix;
- case ControllerElements.Body:
- return path + "/object_1";
- }
- return "";
- }
-
- /// <summary>
- /// The GetControllerIndex method returns the index of the given controller.
- /// </summary>
- /// <param name="controller">The GameObject containing the controller.</param>
- /// <returns>The index of the given controller.</returns>
- public override uint GetControllerIndex(GameObject controller)
- {
- TrackedObject trackedObject = GetTrackedObject(controller);
- if (trackedObject == null)
- {
- return uint.MaxValue;
- }
- else
- {
- switch (trackedObject.source)
- {
- case ControllerType.LeftController:
- return 0;
- case ControllerType.RightController:
- return 1;
- }
- }
- return uint.MaxValue;
- }
-
- /// <summary>
- /// The GetControllerByIndex method returns the GameObject of a controller with a specific index.
- /// </summary>
- /// <param name="index">The index of the controller to find.</param>
- /// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
- /// <returns></returns>
- public override GameObject GetControllerByIndex(uint index, bool actual = false)
- {
- SetTrackedControllerCaches();
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null)
- {
- if (cachedLeftTrackedObject != null && (uint)cachedLeftTrackedObject.controllerInput.handle == index)
- {
- return (actual ? sdkManager.loadedSetup.actualLeftController : sdkManager.scriptAliasLeftController);
- }
-
- if (cachedRightTrackedObject != null && (uint)cachedRightTrackedObject.controllerInput.handle == index)
- {
- return (actual ? sdkManager.loadedSetup.actualRightController : sdkManager.scriptAliasRightController);
- }
- }
- return null;
- }
-
- /// <summary>
- /// The GetControllerOrigin method returns the origin of the given controller.
- /// </summary>
- /// <param name="controllerReference">The reference to the controller to retrieve the origin from.</param>
- /// <returns>A Transform containing the origin of the controller.</returns>
- public override Transform GetControllerOrigin(VRTK_ControllerReference controllerReference)
- {
- TrackedObject trackedObject = GetTrackedObject(controllerReference.actual);
- if (trackedObject != null)
- {
- return trackedObject.transform ? trackedObject.transform : trackedObject.transform.parent;
- }
- return null;
- }
-
- /// <summary>
- /// The GenerateControllerPointerOrigin method can create a custom pointer origin Transform to represent the pointer position and forward.
- /// </summary>
- /// <returns>A generated Transform that contains the custom pointer origin.</returns>
- [System.Obsolete("GenerateControllerPointerOrigin has been deprecated and will be removed in a future version of VRTK.")]
- public override Transform GenerateControllerPointerOrigin(GameObject parent)
- {
- return null;
- }
-
- /// <summary>
- /// The GetControllerLeftHand method returns the GameObject containing the representation of the left hand controller.
- /// </summary>
- /// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
- /// <returns>The GameObject containing the left hand controller.</returns>
- public override GameObject GetControllerLeftHand(bool actual = false)
- {
- GameObject controller = GetSDKManagerControllerLeftHand(actual);
- if (controller == null && actual)
- {
- controller = VRTK_SharedMethods.FindEvenInactiveGameObject<VRContext>("TrackingSpace/LeftHandAnchor", true);
- }
- return controller;
- }
-
- /// <summary>
- /// The GetControllerRightHand method returns the GameObject containing the representation of the right hand controller.
- /// </summary>
- /// <param name="actual">If true it will return the actual controller, if false it will return the script alias controller GameObject.</param>
- /// <returns>The GameObject containing the right hand controller.</returns>
- public override GameObject GetControllerRightHand(bool actual = false)
- {
- GameObject controller = GetSDKManagerControllerRightHand(actual);
- if (controller == null && actual)
- {
- controller = VRTK_SharedMethods.FindEvenInactiveGameObject<VRContext>("TrackingSpace/RightHandAnchor", true);
- }
- return controller;
- }
-
- /// <summary>
- /// The IsControllerLeftHand/1 method is used to check if the given controller is the the left hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <returns>Returns true if the given controller is the left hand controller.</returns>
- public override bool IsControllerLeftHand(GameObject controller)
- {
- return CheckActualOrScriptAliasControllerIsLeftHand(controller);
- }
-
- /// <summary>
- /// The IsControllerRightHand/1 method is used to check if the given controller is the the right hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <returns>Returns true if the given controller is the right hand controller.</returns>
- public override bool IsControllerRightHand(GameObject controller)
- {
- return CheckActualOrScriptAliasControllerIsRightHand(controller);
- }
-
- /// <summary>
- /// The IsControllerLeftHand/2 method is used to check if the given controller is the the left hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <param name="actual">If true it will check the actual controller, if false it will check the script alias controller.</param>
- /// <returns>Returns true if the given controller is the left hand controller.</returns>
- public override bool IsControllerLeftHand(GameObject controller, bool actual)
- {
- return CheckControllerLeftHand(controller, actual);
- }
-
- /// <summary>
- /// The IsControllerRightHand/2 method is used to check if the given controller is the the right hand controller.
- /// </summary>
- /// <param name="controller">The GameObject to check.</param>
- /// <param name="actual">If true it will check the actual controller, if false it will check the script alias controller.</param>
- /// <returns>Returns true if the given controller is the right hand controller.</returns>
- public override bool IsControllerRightHand(GameObject controller, bool actual)
- {
- return CheckControllerRightHand(controller, actual);
- }
-
- /// <summary>
- /// The WaitForControllerModel method determines whether the controller model for the given hand requires waiting to load in on scene start.
- /// </summary>
- /// <param name="hand">The hand to determine if the controller model will be ready for.</param>
- /// <returns>Returns true if the controller model requires loading in at runtime and therefore needs waiting for. Returns false if the controller model will be available at start.</returns>
- public override bool WaitForControllerModel(ControllerHand hand)
- {
- return false;
- }
-
- /// <summary>
- /// The GetControllerModel method returns the model alias for the given GameObject.
- /// </summary>
- /// <param name="controller">The GameObject to get the model alias for.</param>
- /// <returns>The GameObject that has the model alias within it.</returns>
- public override GameObject GetControllerModel(GameObject controller)
- {
- return GetControllerModelFromController(controller);
- }
-
- /// <summary>
- /// The GetControllerModel method returns the model alias for the given controller hand.
- /// </summary>
- /// <param name="hand">The hand enum of which controller model to retrieve.</param>
- /// <returns>The GameObject that has the model alias within it.</returns>
- public override GameObject GetControllerModel(ControllerHand hand)
- {
- GameObject model = GetSDKManagerControllerModelForHand(hand);
- if (model == null)
- {
- GameObject controller = null;
- switch (hand)
- {
- case ControllerHand.Left:
- controller = GetControllerLeftHand(true);
- break;
- case ControllerHand.Right:
- controller = GetControllerRightHand(true);
- break;
- }
-
- if (controller != null)
- {
- model = controller;
- }
- }
- return model;
- }
-
- /// <summary>
- /// The GetControllerRenderModel method gets the game object that contains the given controller's render model.
- /// </summary>
- /// <param name="controllerReference">The reference to the controller to check.</param>
- /// <returns>A GameObject containing the object that has a render model for the controller.</returns>
- public override GameObject GetControllerRenderModel(VRTK_ControllerReference controllerReference)
- {
- MeshRenderer renderModel = controllerReference.actual.GetComponentInChildren<MeshRenderer>();
- return (renderModel != null ? renderModel.gameObject : null);
- }
-
- /// <summary>
- /// The SetControllerRenderModelWheel method sets the state of the scroll wheel on the controller render model.
- /// </summary>
- /// <param name="renderModel">The GameObject containing the controller render model.</param>
- /// <param name="state">If true and the render model has a scroll wheen then it will be displayed, if false then the scroll wheel will be hidden.</param>
- public override void SetControllerRenderModelWheel(GameObject renderModel, bool state)
- {
- }
-
- /// <summary>
- /// The HapticPulse/2 method is used to initiate a simple haptic pulse on the tracked object of the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to initiate the haptic pulse on.</param>
- /// <param name="strength">The intensity of the rumble of the controller motor. `0` to `1`.</param>
- public override void HapticPulse(VRTK_ControllerReference controllerReference, float strength = 0.5f)
- {
- if (VRTK_ControllerReference.IsValid(controllerReference))
- {
- uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
- int convertedStrength = Mathf.RoundToInt(1000f * strength);
- ControllerInput input = null;
- switch (index)
- {
- case 0:
- input = ControllerInputManager.instance.GetControllerInput(ControllerType.LeftController);
- break;
- case 1:
- input = ControllerInputManager.instance.GetControllerInput(ControllerType.RightController);
- break;
- }
- input.StartVibration(convertedStrength, 0.5f);
- }
- }
-
- /// <summary>
- /// The HapticPulse/2 method is used to initiate a haptic pulse based on an audio clip on the tracked object of the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to initiate the haptic pulse on.</param>
- /// <param name="clip">The audio clip to use for the haptic pattern.</param>
- public override bool HapticPulse(VRTK_ControllerReference controllerReference, AudioClip clip)
- {
- //Ximmerse doesn't support audio haptics so return false to do a fallback.
- return false;
- }
-
- /// <summary>
- /// The GetHapticModifiers method is used to return modifiers for the duration and interval if the SDK handles it slightly differently.
- /// </summary>
- /// <returns>An SDK_ControllerHapticModifiers object with a given `durationModifier` and an `intervalModifier`.</returns>
- public override SDK_ControllerHapticModifiers GetHapticModifiers()
- {
- SDK_ControllerHapticModifiers modifiers = new SDK_ControllerHapticModifiers();
- modifiers.durationModifier = 0.8f;
- modifiers.intervalModifier = 1f;
- return modifiers;
- }
-
- /// <summary>
- /// The GetVelocity method is used to determine the current velocity of the tracked object on the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to check for.</param>
- /// <returns>A Vector3 containing the current velocity of the tracked object.</returns>
- public override Vector3 GetVelocity(VRTK_ControllerReference controllerReference)
- {
- if (!VRTK_ControllerReference.IsValid(controllerReference))
- {
- return Vector3.zero;
- }
-
- uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
- ControllerInput device = GetControllerInputByIndex(index);
- if (device == null)
- {
- return Vector3.zero;
- }
-
- Vector3 deltaMovement = currentControllerPositions[index] - previousControllerPositions[index];
- deltaMovement /= Time.deltaTime;
- return deltaMovement;
- }
-
- /// <summary>
- /// The GetAngularVelocity method is used to determine the current angular velocity of the tracked object on the given controller reference.
- /// </summary>
- /// <param name="controllerReference">The reference to the tracked object to check for.</param>
- /// <returns>A Vector3 containing the current angular velocity of the tracked object.</returns>
- public override Vector3 GetAngularVelocity(VRTK_ControllerReference controllerReference)
- {
- if (!VRTK_ControllerReference.IsValid(controllerReference))
- {
- return Vector3.zero;
- }
-
- uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
- Quaternion deltaRotation = currentControllerRotations[index] * Quaternion.Inverse(previousControllerRotations[index]);
- return new Vector3(Mathf.DeltaAngle(0, deltaRotation.eulerAngles.x), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.y), Mathf.DeltaAngle(0, deltaRotation.eulerAngles.z));
- }
-
- /// <summary>
- /// The IsTouchpadStatic method is used to determine if the touchpad is currently not being moved.
- /// </summary>
- /// <param name="currentAxisValues"></param>
- /// <param name="previousAxisValues"></param>
- /// <param name="compareFidelity"></param>
- /// <returns>Returns true if the touchpad is not currently being touched or moved.</returns>
- public override bool IsTouchpadStatic(bool isTouched, Vector2 currentAxisValues, Vector2 previousAxisValues, int compareFidelity)
- {
- return (!isTouched || VRTK_SharedMethods.Vector2ShallowCompare(currentAxisValues, previousAxisValues, compareFidelity));
- }
-
- /// <summary>
- /// The GetButtonAxis method retrieves the current X/Y axis values for the given button type on the given controller reference.
- /// </summary>
- /// <param name="buttonType">The type of button to check for the axis on.</param>
- /// <param name="controllerReference">The reference to the controller to check the button axis on.</param>
- /// <returns>A Vector2 of the X/Y values of the button axis. If no axis values exist for the given button, then a Vector2.Zero is returned.</returns>
- public override Vector2 GetButtonAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
- {
- if (!VRTK_ControllerReference.IsValid(controllerReference))
- {
- return Vector2.zero;
- }
-
- uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
- ControllerInput controllerInputDevice = GetControllerInputByIndex(index);
- TrackedObject trackedObjectDevice = GetTrackedObject(controllerReference.actual);
-
- switch (buttonType)
- {
- case ButtonTypes.Touchpad:
- if (controllerInputDevice != null)
- {
- Vector2 rawTouchpad = controllerInputDevice.GetTouchPos() - new Vector2(0.5f, 0.5f);
- return new Vector2(rawTouchpad.x, -rawTouchpad.y);
- }
- break;
- case ButtonTypes.Trigger:
- if (controllerInputDevice != null)
- {
- return new Vector2(controllerInputDevice.GetAxis(ControllerRawAxis.LeftTrigger), 0f);
- }
- break;
- case ButtonTypes.Grip:
- if (trackedObjectDevice != null)
- {
- return new Vector2((trackedObjectDevice.controllerInput.GetButton(DaydreamButton.Grip) ? 1f : 0f), 0f);
- }
- break;
- }
- return Vector2.zero;
- }
-
- /// <summary>
- /// The GetButtonSenseAxis method retrieves the current sense axis value for the given button type on the given controller reference.
- /// </summary>
- /// <param name="buttonType">The type of button to check for the sense axis on.</param>
- /// <param name="controllerReference">The reference to the controller to check the sense axis on.</param>
- /// <returns>The current sense axis value.</returns>
- public override float GetButtonSenseAxis(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
- {
- return 0f;
- }
-
- /// <summary>
- /// The GetButtonHairlineDelta method is used to get the difference between the current button press and the previous frame button press.
- /// </summary>
- /// <param name="buttonType">The type of button to get the hairline delta for.</param>
- /// <param name="controllerReference">The reference to the controller to get the hairline delta for.</param>
- /// <returns>The delta between the button presses.</returns>
- public override float GetButtonHairlineDelta(ButtonTypes buttonType, VRTK_ControllerReference controllerReference)
- {
- //TODO: This doesn't seem correct, surely this should be storing the previous button press value and getting the delta.
- return (VRTK_ControllerReference.IsValid(controllerReference) ? 0.1f : 0f);
- }
-
- /// <summary>
- /// The GetControllerButtonState method is used to determine if the given controller button for the given press type on the given controller reference is currently taking place.
- /// </summary>
- /// <param name="buttonType">The type of button to check for the state of.</param>
- /// <param name="pressType">The button state to check for.</param>
- /// <param name="controllerReference">The reference to the controller to check the button state on.</param>
- /// <returns>Returns true if the given button is in the state of the given press type on the given controller reference.</returns>
- public override bool GetControllerButtonState(ButtonTypes buttonType, ButtonPressTypes pressType, VRTK_ControllerReference controllerReference)
- {
- if (!VRTK_ControllerReference.IsValid(controllerReference))
- {
- return false;
- }
- uint index = VRTK_ControllerReference.GetRealIndex(controllerReference);
-
- switch (buttonType)
- {
- case ButtonTypes.Trigger:
- return IsButtonPressed(index, pressType, ControllerRawButton.LeftTrigger);
- case ButtonTypes.TriggerHairline:
- if (pressType == ButtonPressTypes.PressDown)
- {
- return (currentHairTriggerState[index] && !previousHairTriggerState[index]);
- }
- else if (pressType == ButtonPressTypes.PressUp)
- {
- return (!currentHairTriggerState[index] && previousHairTriggerState[index]);
- }
- break;
- case ButtonTypes.Grip:
- return IsButtonPressed(index, pressType, ControllerRawButton.LeftShoulder) || IsButtonPressed(index, pressType, ControllerRawButton.RightShoulder);
- case ButtonTypes.GripHairline:
- if (pressType == ButtonPressTypes.PressDown)
- {
- return (currentHairGripState[index] && !previousHairGripState[index]);
- }
- else if (pressType == ButtonPressTypes.PressUp)
- {
- return (!currentHairGripState[index] && previousHairGripState[index]);
- }
- break;
- case ButtonTypes.Touchpad:
- return IsButtonPressed(index, pressType, ControllerRawButton.LeftThumb);
- case ButtonTypes.ButtonOne:
- return IsButtonPressed(index, pressType, ControllerRawButton.Back);
- case ButtonTypes.ButtonTwo:
- return IsButtonPressed(index, pressType, ControllerRawButton.Start);
- }
- return false;
- }
-
- protected override void Awake()
- {
- base.Awake();
- SetTrackedControllerCaches(true);
- }
-
- protected virtual void OnTrackedDeviceRoleChanged<T>(T ignoredArgument)
- {
- SetTrackedControllerCaches(true);
- }
-
- protected virtual void SetTrackedControllerCaches(bool forceRefresh = false)
- {
- if (forceRefresh)
- {
- cachedLeftTrackedObject = null;
- cachedRightTrackedObject = null;
- }
-
- VRTK_SDKManager sdkManager = VRTK_SDKManager.instance;
- if (sdkManager != null)
- {
- if (cachedLeftTrackedObject == null && sdkManager.loadedSetup.actualLeftController)
- {
- cachedLeftTrackedObject = sdkManager.loadedSetup.actualLeftController.GetComponent<TrackedObject>();
- }
- if (cachedRightTrackedObject == null && sdkManager.loadedSetup.actualRightController)
- {
- cachedRightTrackedObject = sdkManager.loadedSetup.actualRightController.GetComponent<TrackedObject>();
- }
- }
- }
-
- protected virtual TrackedObject GetTrackedObject(GameObject controller)
- {
- SetTrackedControllerCaches();
- TrackedObject trackedObject = null;
-
- if (IsControllerLeftHand(controller))
- {
- trackedObject = cachedLeftTrackedObject;
- }
- else if (IsControllerRightHand(controller))
- {
- trackedObject = cachedRightTrackedObject;
- }
- return trackedObject;
- }
-
- protected virtual bool IsButtonPressed(uint index, ButtonPressTypes type, ControllerRawButton button)
- {
- ControllerInput device = GetControllerInputByIndex(index);
- if (device == null)
- {
- return false;
- }
-
- switch (type)
- {
- case ButtonPressTypes.Press:
- return device.GetButton(button);
- case ButtonPressTypes.PressDown:
- return device.GetButtonDown(button);
- case ButtonPressTypes.PressUp:
- return device.GetButtonUp(button);
- case ButtonPressTypes.Touch:
- return device.GetButton(button);
- case ButtonPressTypes.TouchDown:
- return device.GetButtonDown(button);
- case ButtonPressTypes.TouchUp:
- return device.GetButtonUp(button);
- }
-
- return false;
- }
-
- protected virtual void UpdateHairValues(uint index, float axisValue, float hairDelta, ref bool previousState, ref bool currentState, ref float hairLimit)
- {
- previousState = currentState;
- float value = axisValue;
- if (currentState)
- {
- if (value < (hairLimit - hairDelta) || value <= 0f)
- {
- currentState = false;
- }
- }
- else
- {
- if (value > (hairLimit + hairDelta) || value >= 1f)
- {
- currentState = true;
- }
- }
-
- hairLimit = (currentState ? Mathf.Max(hairLimit, value) : Mathf.Min(hairLimit, value));
- }
-
- protected virtual ControllerInput GetControllerInputByIndex(uint index)
- {
- ControllerInput result = null;
- switch (index)
- {
- case 0:
- result = ControllerInputManager.instance.GetControllerInput(ControllerType.LeftController);
- break;
- case 1:
- result = ControllerInputManager.instance.GetControllerInput(ControllerType.RightController);
- break;
- }
-
- return result;
- }
- #endif
- }
- }
|