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- //======= Copyright (c) Valve Corporation, All rights reserved. ===============
- //
- // Purpose: The hands used by the player in the vr interaction system
- //
- //=============================================================================
-
- using UnityEngine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Collections.ObjectModel;
-
- namespace Valve.VR.InteractionSystem
- {
- //-------------------------------------------------------------------------
- // Links with an appropriate SteamVR controller and facilitates
- // interactions with objects in the virtual world.
- //-------------------------------------------------------------------------
- public class Hand : MonoBehaviour
- {
- public enum HandType
- {
- Left,
- Right,
- Any
- };
-
- // The flags used to determine how an object is attached to the hand.
- [Flags]
- public enum AttachmentFlags
- {
- SnapOnAttach = 1 << 0, // The object should snap to the position of the specified attachment point on the hand.
- DetachOthers = 1 << 1, // Other objects attached to this hand will be detached.
- DetachFromOtherHand = 1 << 2, // This object will be detached from the other hand.
- ParentToHand = 1 << 3, // The object will be parented to the hand.
- };
-
- public const AttachmentFlags defaultAttachmentFlags = AttachmentFlags.ParentToHand |
- AttachmentFlags.DetachOthers |
- AttachmentFlags.DetachFromOtherHand |
- AttachmentFlags.SnapOnAttach;
-
- public Hand otherHand;
- public HandType startingHandType;
-
- public Transform hoverSphereTransform;
- public float hoverSphereRadius = 0.05f;
- public LayerMask hoverLayerMask = -1;
- public float hoverUpdateInterval = 0.1f;
-
- public Camera noSteamVRFallbackCamera;
- public float noSteamVRFallbackMaxDistanceNoItem = 10.0f;
- public float noSteamVRFallbackMaxDistanceWithItem = 0.5f;
- private float noSteamVRFallbackInteractorDistance = -1.0f;
-
- public SteamVR_Controller.Device controller;
-
- public GameObject controllerPrefab;
- private GameObject controllerObject = null;
-
- public bool showDebugText = false;
- public bool spewDebugText = false;
-
- public struct AttachedObject
- {
- public GameObject attachedObject;
- public GameObject originalParent;
- public bool isParentedToHand;
- }
-
- private List<AttachedObject> attachedObjects = new List<AttachedObject>();
-
- public ReadOnlyCollection<AttachedObject> AttachedObjects
- {
- get { return attachedObjects.AsReadOnly(); }
- }
-
- public bool hoverLocked { get; private set; }
-
- private Interactable _hoveringInteractable;
-
- private TextMesh debugText;
- private int prevOverlappingColliders = 0;
-
- private const int ColliderArraySize = 16;
- private Collider[] overlappingColliders;
-
- private Player playerInstance;
-
- private GameObject applicationLostFocusObject;
-
- SteamVR_Events.Action inputFocusAction;
-
-
- //-------------------------------------------------
- // The Interactable object this Hand is currently hovering over
- //-------------------------------------------------
- public Interactable hoveringInteractable
- {
- get { return _hoveringInteractable; }
- set
- {
- if ( _hoveringInteractable != value )
- {
- if ( _hoveringInteractable != null )
- {
- HandDebugLog( "HoverEnd " + _hoveringInteractable.gameObject );
- _hoveringInteractable.SendMessage( "OnHandHoverEnd", this, SendMessageOptions.DontRequireReceiver );
-
- //Note: The _hoveringInteractable can change after sending the OnHandHoverEnd message so we need to check it again before broadcasting this message
- if ( _hoveringInteractable != null )
- {
- this.BroadcastMessage( "OnParentHandHoverEnd", _hoveringInteractable, SendMessageOptions.DontRequireReceiver ); // let objects attached to the hand know that a hover has ended
- }
- }
-
- _hoveringInteractable = value;
-
- if ( _hoveringInteractable != null )
- {
- HandDebugLog( "HoverBegin " + _hoveringInteractable.gameObject );
- _hoveringInteractable.SendMessage( "OnHandHoverBegin", this, SendMessageOptions.DontRequireReceiver );
-
- //Note: The _hoveringInteractable can change after sending the OnHandHoverBegin message so we need to check it again before broadcasting this message
- if ( _hoveringInteractable != null )
- {
- this.BroadcastMessage( "OnParentHandHoverBegin", _hoveringInteractable, SendMessageOptions.DontRequireReceiver ); // let objects attached to the hand know that a hover has begun
- }
- }
- }
- }
- }
-
-
- //-------------------------------------------------
- // Active GameObject attached to this Hand
- //-------------------------------------------------
- public GameObject currentAttachedObject
- {
- get
- {
- CleanUpAttachedObjectStack();
-
- if ( attachedObjects.Count > 0 )
- {
- return attachedObjects[attachedObjects.Count - 1].attachedObject;
- }
-
- return null;
- }
- }
-
-
- //-------------------------------------------------
- public Transform GetAttachmentTransform( string attachmentPoint = "" )
- {
- Transform attachmentTransform = null;
-
- if ( !string.IsNullOrEmpty( attachmentPoint ) )
- {
- attachmentTransform = transform.Find( attachmentPoint );
- }
-
- if ( !attachmentTransform )
- {
- attachmentTransform = this.transform;
- }
-
- return attachmentTransform;
- }
-
-
- //-------------------------------------------------
- // Guess the type of this Hand
- //
- // If startingHandType is Hand.Left or Hand.Right, returns startingHandType.
- // If otherHand is non-null and both Hands are linked to controllers, returns
- // Hand.Left if this Hand is leftmost relative to the HMD, otherwise Hand.Right.
- // Otherwise, returns Hand.Any
- //-------------------------------------------------
- public HandType GuessCurrentHandType()
- {
- if ( startingHandType == HandType.Left || startingHandType == HandType.Right )
- {
- return startingHandType;
- }
-
- if ( startingHandType == HandType.Any && otherHand != null && otherHand.controller == null )
- {
- return HandType.Right;
- }
-
- if ( controller == null || otherHand == null || otherHand.controller == null )
- {
- return startingHandType;
- }
-
- if ( controller.index == SteamVR_Controller.GetDeviceIndex( SteamVR_Controller.DeviceRelation.Leftmost ) )
- {
- return HandType.Left;
- }
-
- return HandType.Right;
- }
-
-
- //-------------------------------------------------
- // Attach a GameObject to this GameObject
- //
- // objectToAttach - The GameObject to attach
- // flags - The flags to use for attaching the object
- // attachmentPoint - Name of the GameObject in the hierarchy of this Hand which should act as the attachment point for this GameObject
- //-------------------------------------------------
- public void AttachObject( GameObject objectToAttach, AttachmentFlags flags = defaultAttachmentFlags, string attachmentPoint = "" )
- {
- if ( flags == 0 )
- {
- flags = defaultAttachmentFlags;
- }
-
- //Make sure top object on stack is non-null
- CleanUpAttachedObjectStack();
-
- //Detach the object if it is already attached so that it can get re-attached at the top of the stack
- DetachObject( objectToAttach );
-
- //Detach from the other hand if requested
- if ( ( ( flags & AttachmentFlags.DetachFromOtherHand ) == AttachmentFlags.DetachFromOtherHand ) && otherHand )
- {
- otherHand.DetachObject( objectToAttach );
- }
-
- if ( ( flags & AttachmentFlags.DetachOthers ) == AttachmentFlags.DetachOthers )
- {
- //Detach all the objects from the stack
- while ( attachedObjects.Count > 0 )
- {
- DetachObject( attachedObjects[0].attachedObject );
- }
- }
-
- if ( currentAttachedObject )
- {
- currentAttachedObject.SendMessage( "OnHandFocusLost", this, SendMessageOptions.DontRequireReceiver );
- }
-
- AttachedObject attachedObject = new AttachedObject();
- attachedObject.attachedObject = objectToAttach;
- attachedObject.originalParent = objectToAttach.transform.parent != null ? objectToAttach.transform.parent.gameObject : null;
- if ( ( flags & AttachmentFlags.ParentToHand ) == AttachmentFlags.ParentToHand )
- {
- //Parent the object to the hand
- objectToAttach.transform.parent = GetAttachmentTransform( attachmentPoint );
- attachedObject.isParentedToHand = true;
- }
- else
- {
- attachedObject.isParentedToHand = false;
- }
- attachedObjects.Add( attachedObject );
-
- if ( ( flags & AttachmentFlags.SnapOnAttach ) == AttachmentFlags.SnapOnAttach )
- {
- objectToAttach.transform.localPosition = Vector3.zero;
- objectToAttach.transform.localRotation = Quaternion.identity;
- }
-
- HandDebugLog( "AttachObject " + objectToAttach );
- objectToAttach.SendMessage( "OnAttachedToHand", this, SendMessageOptions.DontRequireReceiver );
-
- UpdateHovering();
- }
-
-
- //-------------------------------------------------
- // Detach this GameObject from the attached object stack of this Hand
- //
- // objectToDetach - The GameObject to detach from this Hand
- //-------------------------------------------------
- public void DetachObject( GameObject objectToDetach, bool restoreOriginalParent = true )
- {
- int index = attachedObjects.FindIndex( l => l.attachedObject == objectToDetach );
- if ( index != -1 )
- {
- HandDebugLog( "DetachObject " + objectToDetach );
-
- GameObject prevTopObject = currentAttachedObject;
-
- Transform parentTransform = null;
- if ( attachedObjects[index].isParentedToHand )
- {
- if ( restoreOriginalParent && ( attachedObjects[index].originalParent != null ) )
- {
- parentTransform = attachedObjects[index].originalParent.transform;
- }
- attachedObjects[index].attachedObject.transform.parent = parentTransform;
- }
-
- attachedObjects[index].attachedObject.SetActive( true );
- attachedObjects[index].attachedObject.SendMessage( "OnDetachedFromHand", this, SendMessageOptions.DontRequireReceiver );
- attachedObjects.RemoveAt( index );
-
- GameObject newTopObject = currentAttachedObject;
-
- //Give focus to the top most object on the stack if it changed
- if ( newTopObject != null && newTopObject != prevTopObject )
- {
- newTopObject.SetActive( true );
- newTopObject.SendMessage( "OnHandFocusAcquired", this, SendMessageOptions.DontRequireReceiver );
- }
- }
-
- CleanUpAttachedObjectStack();
- }
-
-
- //-------------------------------------------------
- // Get the world velocity of the VR Hand.
- // Note: controller velocity value only updates on controller events (Button but and down) so good for throwing
- //-------------------------------------------------
- public Vector3 GetTrackedObjectVelocity()
- {
- if ( controller != null )
- {
- return transform.parent.TransformVector( controller.velocity );
- }
-
- return Vector3.zero;
- }
-
-
- //-------------------------------------------------
- // Get the world angular velocity of the VR Hand.
- // Note: controller velocity value only updates on controller events (Button but and down) so good for throwing
- //-------------------------------------------------
- public Vector3 GetTrackedObjectAngularVelocity()
- {
- if ( controller != null )
- {
- return transform.parent.TransformVector( controller.angularVelocity );
- }
-
- return Vector3.zero;
- }
-
-
- //-------------------------------------------------
- private void CleanUpAttachedObjectStack()
- {
- attachedObjects.RemoveAll( l => l.attachedObject == null );
- }
-
-
- //-------------------------------------------------
- void Awake()
- {
- inputFocusAction = SteamVR_Events.InputFocusAction( OnInputFocus );
-
- if ( hoverSphereTransform == null )
- {
- hoverSphereTransform = this.transform;
- }
-
- applicationLostFocusObject = new GameObject( "_application_lost_focus" );
- applicationLostFocusObject.transform.parent = transform;
- applicationLostFocusObject.SetActive( false );
- }
-
-
- //-------------------------------------------------
- IEnumerator Start()
- {
- // save off player instance
- playerInstance = Player.instance;
- if ( !playerInstance )
- {
- Debug.LogError( "No player instance found in Hand Start()" );
- }
-
- // allocate array for colliders
- overlappingColliders = new Collider[ColliderArraySize];
-
- // We are a "no SteamVR fallback hand" if we have this camera set
- // we'll use the right mouse to look around and left mouse to interact
- // - don't need to find the device
- if ( noSteamVRFallbackCamera )
- {
- yield break;
- }
-
- //Debug.Log( "Hand - initializing connection routine" );
-
- // Acquire the correct device index for the hand we want to be
- // Also for the other hand if we get there first
- while ( true )
- {
- // Don't need to run this every frame
- yield return new WaitForSeconds( 1.0f );
-
- // We have a controller now, break out of the loop!
- if ( controller != null )
- break;
-
- //Debug.Log( "Hand - checking controllers..." );
-
- // Initialize both hands simultaneously
- if ( startingHandType == HandType.Left || startingHandType == HandType.Right )
- {
- // Left/right relationship.
- // Wait until we have a clear unique left-right relationship to initialize.
- int leftIndex = SteamVR_Controller.GetDeviceIndex( SteamVR_Controller.DeviceRelation.Leftmost );
- int rightIndex = SteamVR_Controller.GetDeviceIndex( SteamVR_Controller.DeviceRelation.Rightmost );
- if ( leftIndex == -1 || rightIndex == -1 || leftIndex == rightIndex )
- {
- //Debug.Log( string.Format( "...Left/right hand relationship not yet established: leftIndex={0}, rightIndex={1}", leftIndex, rightIndex ) );
- continue;
- }
-
- int myIndex = ( startingHandType == HandType.Right ) ? rightIndex : leftIndex;
- int otherIndex = ( startingHandType == HandType.Right ) ? leftIndex : rightIndex;
-
- InitController( myIndex );
- if ( otherHand )
- {
- otherHand.InitController( otherIndex );
- }
- }
- else
- {
- // No left/right relationship. Just wait for a connection
-
- var vr = SteamVR.instance;
- for ( int i = 0; i < Valve.VR.OpenVR.k_unMaxTrackedDeviceCount; i++ )
- {
- if ( vr.hmd.GetTrackedDeviceClass( (uint)i ) != Valve.VR.ETrackedDeviceClass.Controller )
- {
- //Debug.Log( string.Format( "Hand - device {0} is not a controller", i ) );
- continue;
- }
-
- var device = SteamVR_Controller.Input( i );
- if ( !device.valid )
- {
- //Debug.Log( string.Format( "Hand - device {0} is not valid", i ) );
- continue;
- }
-
- if ( ( otherHand != null ) && ( otherHand.controller != null ) )
- {
- // Other hand is using this index, so we cannot use it.
- if ( i == (int)otherHand.controller.index )
- {
- //Debug.Log( string.Format( "Hand - device {0} is owned by the other hand", i ) );
- continue;
- }
- }
-
- InitController( i );
- }
- }
- }
- }
-
-
- //-------------------------------------------------
- private void UpdateHovering()
- {
- if ( ( noSteamVRFallbackCamera == null ) && ( controller == null ) )
- {
- return;
- }
-
- if ( hoverLocked )
- return;
-
- if ( applicationLostFocusObject.activeSelf )
- return;
-
- float closestDistance = float.MaxValue;
- Interactable closestInteractable = null;
-
- // Pick the closest hovering
- float flHoverRadiusScale = playerInstance.transform.lossyScale.x;
- float flScaledSphereRadius = hoverSphereRadius * flHoverRadiusScale;
-
- // if we're close to the floor, increase the radius to make things easier to pick up
- float handDiff = Mathf.Abs( transform.position.y - playerInstance.trackingOriginTransform.position.y );
- float boxMult = Util.RemapNumberClamped( handDiff, 0.0f, 0.5f * flHoverRadiusScale, 5.0f, 1.0f ) * flHoverRadiusScale;
-
- // null out old vals
- for ( int i = 0; i < overlappingColliders.Length; ++i )
- {
- overlappingColliders[i] = null;
- }
-
- Physics.OverlapBoxNonAlloc(
- hoverSphereTransform.position - new Vector3( 0, flScaledSphereRadius * boxMult - flScaledSphereRadius, 0 ),
- new Vector3( flScaledSphereRadius, flScaledSphereRadius * boxMult * 2.0f, flScaledSphereRadius ),
- overlappingColliders,
- Quaternion.identity,
- hoverLayerMask.value
- );
-
- // DebugVar
- int iActualColliderCount = 0;
-
- foreach ( Collider collider in overlappingColliders )
- {
- if ( collider == null )
- continue;
-
- Interactable contacting = collider.GetComponentInParent<Interactable>();
-
- // Yeah, it's null, skip
- if ( contacting == null )
- continue;
-
- // Ignore this collider for hovering
- IgnoreHovering ignore = collider.GetComponent<IgnoreHovering>();
- if ( ignore != null )
- {
- if ( ignore.onlyIgnoreHand == null || ignore.onlyIgnoreHand == this )
- {
- continue;
- }
- }
-
- // Can't hover over the object if it's attached
- if ( attachedObjects.FindIndex( l => l.attachedObject == contacting.gameObject ) != -1 )
- continue;
-
- // Occupied by another hand, so we can't touch it
- if ( otherHand && otherHand.hoveringInteractable == contacting )
- continue;
-
- // Best candidate so far...
- float distance = Vector3.Distance( contacting.transform.position, hoverSphereTransform.position );
- if ( distance < closestDistance )
- {
- closestDistance = distance;
- closestInteractable = contacting;
- }
- iActualColliderCount++;
- }
-
- // Hover on this one
- hoveringInteractable = closestInteractable;
-
- if ( iActualColliderCount > 0 && iActualColliderCount != prevOverlappingColliders )
- {
- prevOverlappingColliders = iActualColliderCount;
- HandDebugLog( "Found " + iActualColliderCount + " overlapping colliders." );
- }
- }
-
-
- //-------------------------------------------------
- private void UpdateNoSteamVRFallback()
- {
- if ( noSteamVRFallbackCamera )
- {
- Ray ray = noSteamVRFallbackCamera.ScreenPointToRay( Input.mousePosition );
-
- if ( attachedObjects.Count > 0 )
- {
- // Holding down the mouse:
- // move around a fixed distance from the camera
- transform.position = ray.origin + noSteamVRFallbackInteractorDistance * ray.direction;
- }
- else
- {
- // Not holding down the mouse:
- // cast out a ray to see what we should mouse over
-
- // Don't want to hit the hand and anything underneath it
- // So move it back behind the camera when we do the raycast
- Vector3 oldPosition = transform.position;
- transform.position = noSteamVRFallbackCamera.transform.forward * ( -1000.0f );
-
- RaycastHit raycastHit;
- if ( Physics.Raycast( ray, out raycastHit, noSteamVRFallbackMaxDistanceNoItem ) )
- {
- transform.position = raycastHit.point;
-
- // Remember this distance in case we click and drag the mouse
- noSteamVRFallbackInteractorDistance = Mathf.Min( noSteamVRFallbackMaxDistanceNoItem, raycastHit.distance );
- }
- else if ( noSteamVRFallbackInteractorDistance > 0.0f )
- {
- // Move it around at the distance we last had a hit
- transform.position = ray.origin + Mathf.Min( noSteamVRFallbackMaxDistanceNoItem, noSteamVRFallbackInteractorDistance ) * ray.direction;
- }
- else
- {
- // Didn't hit, just leave it where it was
- transform.position = oldPosition;
- }
- }
- }
- }
-
-
- //-------------------------------------------------
- private void UpdateDebugText()
- {
- if ( showDebugText )
- {
- if ( debugText == null )
- {
- debugText = new GameObject( "_debug_text" ).AddComponent<TextMesh>();
- debugText.fontSize = 120;
- debugText.characterSize = 0.001f;
- debugText.transform.parent = transform;
-
- debugText.transform.localRotation = Quaternion.Euler( 90.0f, 0.0f, 0.0f );
- }
-
- if ( GuessCurrentHandType() == HandType.Right )
- {
- debugText.transform.localPosition = new Vector3( -0.05f, 0.0f, 0.0f );
- debugText.alignment = TextAlignment.Right;
- debugText.anchor = TextAnchor.UpperRight;
- }
- else
- {
- debugText.transform.localPosition = new Vector3( 0.05f, 0.0f, 0.0f );
- debugText.alignment = TextAlignment.Left;
- debugText.anchor = TextAnchor.UpperLeft;
- }
-
- debugText.text = string.Format(
- "Hovering: {0}\n" +
- "Hover Lock: {1}\n" +
- "Attached: {2}\n" +
- "Total Attached: {3}\n" +
- "Type: {4}\n",
- ( hoveringInteractable ? hoveringInteractable.gameObject.name : "null" ),
- hoverLocked,
- ( currentAttachedObject ? currentAttachedObject.name : "null" ),
- attachedObjects.Count,
- GuessCurrentHandType().ToString() );
- }
- else
- {
- if ( debugText != null )
- {
- Destroy( debugText.gameObject );
- }
- }
- }
-
-
- //-------------------------------------------------
- void OnEnable()
- {
- inputFocusAction.enabled = true;
-
- // Stagger updates between hands
- float hoverUpdateBegin = ( ( otherHand != null ) && ( otherHand.GetInstanceID() < GetInstanceID() ) ) ? ( 0.5f * hoverUpdateInterval ) : ( 0.0f );
- InvokeRepeating( "UpdateHovering", hoverUpdateBegin, hoverUpdateInterval );
- InvokeRepeating( "UpdateDebugText", hoverUpdateBegin, hoverUpdateInterval );
- }
-
-
- //-------------------------------------------------
- void OnDisable()
- {
- inputFocusAction.enabled = false;
-
- CancelInvoke();
- }
-
-
- //-------------------------------------------------
- void Update()
- {
- UpdateNoSteamVRFallback();
-
- GameObject attached = currentAttachedObject;
- if ( attached )
- {
- attached.SendMessage( "HandAttachedUpdate", this, SendMessageOptions.DontRequireReceiver );
- }
-
- if ( hoveringInteractable )
- {
- hoveringInteractable.SendMessage( "HandHoverUpdate", this, SendMessageOptions.DontRequireReceiver );
- }
- }
-
-
- //-------------------------------------------------
- void LateUpdate()
- {
- //Re-attach the controller if nothing else is attached to the hand
- if ( controllerObject != null && attachedObjects.Count == 0 )
- {
- AttachObject( controllerObject );
- }
- }
-
-
- //-------------------------------------------------
- private void OnInputFocus( bool hasFocus )
- {
- if ( hasFocus )
- {
- DetachObject( applicationLostFocusObject, true );
- applicationLostFocusObject.SetActive( false );
- UpdateHandPoses();
- UpdateHovering();
- BroadcastMessage( "OnParentHandInputFocusAcquired", SendMessageOptions.DontRequireReceiver );
- }
- else
- {
- applicationLostFocusObject.SetActive( true );
- AttachObject( applicationLostFocusObject, AttachmentFlags.ParentToHand );
- BroadcastMessage( "OnParentHandInputFocusLost", SendMessageOptions.DontRequireReceiver );
- }
- }
-
-
- //-------------------------------------------------
- void FixedUpdate()
- {
- UpdateHandPoses();
- }
-
-
- //-------------------------------------------------
- void OnDrawGizmos()
- {
- Gizmos.color = new Color( 0.5f, 1.0f, 0.5f, 0.9f );
- Transform sphereTransform = hoverSphereTransform ? hoverSphereTransform : this.transform;
- Gizmos.DrawWireSphere( sphereTransform.position, hoverSphereRadius );
- }
-
-
- //-------------------------------------------------
- private void HandDebugLog( string msg )
- {
- if ( spewDebugText )
- {
- Debug.Log( "Hand (" + this.name + "): " + msg );
- }
- }
-
-
- //-------------------------------------------------
- private void UpdateHandPoses()
- {
- if ( controller != null )
- {
- SteamVR vr = SteamVR.instance;
- if ( vr != null )
- {
- var pose = new Valve.VR.TrackedDevicePose_t();
- var gamePose = new Valve.VR.TrackedDevicePose_t();
- var err = vr.compositor.GetLastPoseForTrackedDeviceIndex( controller.index, ref pose, ref gamePose );
- if ( err == Valve.VR.EVRCompositorError.None )
- {
- var t = new SteamVR_Utils.RigidTransform( gamePose.mDeviceToAbsoluteTracking );
- transform.localPosition = t.pos;
- transform.localRotation = t.rot;
- }
- }
- }
- }
-
-
- //-------------------------------------------------
- // Continue to hover over this object indefinitely, whether or not the Hand moves out of its interaction trigger volume.
- //
- // interactable - The Interactable to hover over indefinitely.
- //-------------------------------------------------
- public void HoverLock( Interactable interactable )
- {
- HandDebugLog( "HoverLock " + interactable );
- hoverLocked = true;
- hoveringInteractable = interactable;
- }
-
-
- //-------------------------------------------------
- // Stop hovering over this object indefinitely.
- //
- // interactable - The hover-locked Interactable to stop hovering over indefinitely.
- //-------------------------------------------------
- public void HoverUnlock( Interactable interactable )
- {
- HandDebugLog( "HoverUnlock " + interactable );
- if ( hoveringInteractable == interactable )
- {
- hoverLocked = false;
- }
- }
-
- //-------------------------------------------------
- // Was the standard interaction button just pressed? In VR, this is a trigger press. In 2D fallback, this is a mouse left-click.
- //-------------------------------------------------
- public bool GetStandardInteractionButtonDown()
- {
- if ( noSteamVRFallbackCamera )
- {
- return Input.GetMouseButtonDown( 0 );
- }
- else if ( controller != null )
- {
- return controller.GetHairTriggerDown();
- }
-
- return false;
- }
-
-
- //-------------------------------------------------
- // Was the standard interaction button just released? In VR, this is a trigger press. In 2D fallback, this is a mouse left-click.
- //-------------------------------------------------
- public bool GetStandardInteractionButtonUp()
- {
- if ( noSteamVRFallbackCamera )
- {
- return Input.GetMouseButtonUp( 0 );
- }
- else if ( controller != null )
- {
- return controller.GetHairTriggerUp();
- }
-
- return false;
- }
-
-
- //-------------------------------------------------
- // Is the standard interaction button being pressed? In VR, this is a trigger press. In 2D fallback, this is a mouse left-click.
- //-------------------------------------------------
- public bool GetStandardInteractionButton()
- {
- if ( noSteamVRFallbackCamera )
- {
- return Input.GetMouseButton( 0 );
- }
- else if ( controller != null )
- {
- return controller.GetHairTrigger();
- }
-
- return false;
- }
-
-
- //-------------------------------------------------
- private void InitController( int index )
- {
- if ( controller == null )
- {
- controller = SteamVR_Controller.Input( index );
-
- HandDebugLog( "Hand " + name + " connected with device index " + controller.index );
-
- controllerObject = GameObject.Instantiate( controllerPrefab );
- controllerObject.SetActive( true );
- controllerObject.name = controllerPrefab.name + "_" + this.name;
- controllerObject.layer = gameObject.layer;
- controllerObject.tag = gameObject.tag;
- AttachObject( controllerObject );
- controller.TriggerHapticPulse( 800 );
-
- // If the player's scale has been changed the object to attach will be the wrong size.
- // To fix this we change the object's scale back to its original, pre-attach scale.
- controllerObject.transform.localScale = controllerPrefab.transform.localScale;
-
- this.BroadcastMessage( "OnHandInitialized", index, SendMessageOptions.DontRequireReceiver ); // let child objects know we've initialized
- }
- }
- }
-
- #if UNITY_EDITOR
- //-------------------------------------------------------------------------
- [UnityEditor.CustomEditor( typeof( Hand ) )]
- public class HandEditor : UnityEditor.Editor
- {
- //-------------------------------------------------
- // Custom Inspector GUI allows us to click from within the UI
- //-------------------------------------------------
- public override void OnInspectorGUI()
- {
- DrawDefaultInspector();
-
- Hand hand = (Hand)target;
-
- if ( hand.otherHand )
- {
- if ( hand.otherHand.otherHand != hand )
- {
- UnityEditor.EditorGUILayout.HelpBox( "The otherHand of this Hand's otherHand is not this Hand.", UnityEditor.MessageType.Warning );
- }
-
- if ( hand.startingHandType == Hand.HandType.Left && hand.otherHand.startingHandType != Hand.HandType.Right )
- {
- UnityEditor.EditorGUILayout.HelpBox( "This is a left Hand but otherHand is not a right Hand.", UnityEditor.MessageType.Warning );
- }
-
- if ( hand.startingHandType == Hand.HandType.Right && hand.otherHand.startingHandType != Hand.HandType.Left )
- {
- UnityEditor.EditorGUILayout.HelpBox( "This is a right Hand but otherHand is not a left Hand.", UnityEditor.MessageType.Warning );
- }
-
- if ( hand.startingHandType == Hand.HandType.Any && hand.otherHand.startingHandType != Hand.HandType.Any )
- {
- UnityEditor.EditorGUILayout.HelpBox( "This is an any-handed Hand but otherHand is not an any-handed Hand.", UnityEditor.MessageType.Warning );
- }
- }
- }
- }
- #endif
- }
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