//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Triggers haptic pulses based on a linear mapping
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//
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//=============================================================================
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using UnityEngine;
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using UnityEngine.Events;
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using System.Collections;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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[RequireComponent( typeof( Interactable ) )]
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public class HapticRack : MonoBehaviour
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{
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[Tooltip( "The linear mapping driving the haptic rack" )]
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public LinearMapping linearMapping;
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[Tooltip( "The number of haptic pulses evenly distributed along the mapping" )]
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public int teethCount = 128;
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[Tooltip( "Minimum duration of the haptic pulse" )]
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public int minimumPulseDuration = 500;
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[Tooltip( "Maximum duration of the haptic pulse" )]
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public int maximumPulseDuration = 900;
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[Tooltip( "This event is triggered every time a haptic pulse is made" )]
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public UnityEvent onPulse;
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private Hand hand;
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private int previousToothIndex = -1;
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//-------------------------------------------------
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void Awake()
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{
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if ( linearMapping == null )
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{
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linearMapping = GetComponent<LinearMapping>();
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}
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}
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//-------------------------------------------------
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private void OnHandHoverBegin( Hand hand )
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{
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this.hand = hand;
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}
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//-------------------------------------------------
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private void OnHandHoverEnd( Hand hand )
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{
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this.hand = null;
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}
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//-------------------------------------------------
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void Update()
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{
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int currentToothIndex = Mathf.RoundToInt( linearMapping.value * teethCount - 0.5f );
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if ( currentToothIndex != previousToothIndex )
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{
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Pulse();
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previousToothIndex = currentToothIndex;
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}
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}
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//-------------------------------------------------
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private void Pulse()
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{
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if ( hand && ( hand.controller != null ) && ( hand.GetStandardInteractionButton() ) )
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{
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ushort duration = (ushort)Random.Range( minimumPulseDuration, maximumPulseDuration + 1 );
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hand.controller.TriggerHapticPulse( duration );
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onPulse.Invoke();
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}
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}
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}
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}
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