// Unity Headset|SDK_Unity|002
namespace VRTK
{
using UnityEngine;
using System.Collections.Generic;
///
/// The Unity Headset SDK script provides a bridge to the base Unity headset support.
///
[SDK_Description(typeof(SDK_UnitySystem))]
[SDK_Description(typeof(SDK_UnitySystem), 1)]
[SDK_Description(typeof(SDK_UnitySystem), 2)]
[SDK_Description(typeof(SDK_UnitySystem), 3)]
[SDK_Description(typeof(SDK_UnitySystem), 4)]
[SDK_Description(typeof(SDK_UnitySystem), 5)]
public class SDK_UnityHeadset : SDK_BaseHeadset
{
protected VRTK_VelocityEstimator cachedHeadsetVelocityEstimator;
///
/// The ProcessUpdate method enables an SDK to run logic for every Unity Update
///
/// A dictionary of generic options that can be used to within the update.
public override void ProcessUpdate(Dictionary options)
{
}
///
/// The ProcessFixedUpdate method enables an SDK to run logic for every Unity FixedUpdate
///
/// A dictionary of generic options that can be used to within the fixed update.
public override void ProcessFixedUpdate(Dictionary options)
{
}
///
/// The GetHeadset method returns the Transform of the object that is used to represent the headset in the scene.
///
/// A transform of the object representing the headset in the scene.
public override Transform GetHeadset()
{
cachedHeadset = GetSDKManagerHeadset();
if (cachedHeadset == null)
{
GameObject foundHeadset = VRTK_SharedMethods.FindEvenInactiveGameObject(null, true);
if (foundHeadset != null)
{
cachedHeadset = foundHeadset.transform;
}
}
return cachedHeadset;
}
///
/// The GetHeadsetCamera method returns the Transform of the object that is used to hold the headset camera in the scene.
///
/// A transform of the object holding the headset camera in the scene.
public override Transform GetHeadsetCamera()
{
return GetHeadset();
}
///
/// The GetHeadsetType method returns a string representing the type of headset connected.
///
/// The string of the headset connected.
public override string GetHeadsetType()
{
return ScrapeHeadsetType();
}
///
/// The GetHeadsetVelocity method is used to determine the current velocity of the headset.
///
/// A Vector3 containing the current velocity of the headset.
public override Vector3 GetHeadsetVelocity()
{
SetHeadsetCaches();
return cachedHeadsetVelocityEstimator.GetVelocityEstimate();
}
///
/// The GetHeadsetAngularVelocity method is used to determine the current angular velocity of the headset.
///
/// A Vector3 containing the current angular velocity of the headset.
public override Vector3 GetHeadsetAngularVelocity()
{
SetHeadsetCaches();
return cachedHeadsetVelocityEstimator.GetAngularVelocityEstimate();
}
///
/// The HeadsetFade method is used to apply a fade to the headset camera to progressively change the colour.
///
/// The colour to fade to.
/// The amount of time the fade should take to reach the given colour.
/// Determines whether to use an overlay on the fade.
public override void HeadsetFade(Color color, float duration, bool fadeOverlay = false)
{
VRTK_ScreenFade.Start(color, duration);
}
///
/// The HasHeadsetFade method checks to see if the given game object (usually the camera) has the ability to fade the viewpoint.
///
/// The Transform to check to see if a camera fade is available on.
/// Returns true if the headset has fade functionality on it.
public override bool HasHeadsetFade(Transform obj)
{
return (obj.GetComponentInChildren());
}
///
/// The AddHeadsetFade method attempts to add the fade functionality to the game object with the camera on it.
///
/// The Transform to with the camera on to add the fade functionality to.
public override void AddHeadsetFade(Transform camera)
{
if (camera != null && !camera.GetComponent())
{
camera.gameObject.AddComponent();
}
}
protected virtual void SetHeadsetCaches()
{
Transform currentHeadset = GetHeadset();
if (cachedHeadsetVelocityEstimator == null && currentHeadset != null)
{
cachedHeadsetVelocityEstimator = currentHeadset.GetComponent();
}
}
}
}