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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Demonstrates how to create a simple interactable object
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//
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//=============================================================================
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using UnityEngine;
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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 InteractableExample : MonoBehaviour
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{
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private TextMesh textMesh;
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private Vector3 oldPosition;
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private Quaternion oldRotation;
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private float attachTime;
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private Hand.AttachmentFlags attachmentFlags = Hand.defaultAttachmentFlags & ( ~Hand.AttachmentFlags.SnapOnAttach ) & ( ~Hand.AttachmentFlags.DetachOthers );
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//-------------------------------------------------
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void Awake()
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{
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textMesh = GetComponentInChildren<TextMesh>();
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textMesh.text = "No Hand Hovering";
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}
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//-------------------------------------------------
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// Called when a Hand starts hovering over this object
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//-------------------------------------------------
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private void OnHandHoverBegin( Hand hand )
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{
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textMesh.text = "Hovering hand: " + hand.name;
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}
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//-------------------------------------------------
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// Called when a Hand stops hovering over this object
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//-------------------------------------------------
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private void OnHandHoverEnd( Hand hand )
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{
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textMesh.text = "No Hand Hovering";
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}
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//-------------------------------------------------
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// Called every Update() while a Hand is hovering over this object
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//-------------------------------------------------
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private void HandHoverUpdate( Hand hand )
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{
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if ( hand.GetStandardInteractionButtonDown() || ( ( hand.controller != null ) && hand.controller.GetPressDown( Valve.VR.EVRButtonId.k_EButton_Grip ) ) )
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{
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if ( hand.currentAttachedObject != gameObject )
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{
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// Save our position/rotation so that we can restore it when we detach
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oldPosition = transform.position;
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oldRotation = transform.rotation;
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// Call this to continue receiving HandHoverUpdate messages,
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// and prevent the hand from hovering over anything else
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hand.HoverLock( GetComponent<Interactable>() );
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// Attach this object to the hand
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hand.AttachObject( gameObject, attachmentFlags );
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}
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else
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{
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// Detach this object from the hand
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hand.DetachObject( gameObject );
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// Call this to undo HoverLock
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hand.HoverUnlock( GetComponent<Interactable>() );
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// Restore position/rotation
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transform.position = oldPosition;
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transform.rotation = oldRotation;
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}
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}
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}
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//-------------------------------------------------
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// Called when this GameObject becomes attached to the hand
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//-------------------------------------------------
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private void OnAttachedToHand( Hand hand )
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{
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textMesh.text = "Attached to hand: " + hand.name;
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attachTime = Time.time;
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}
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//-------------------------------------------------
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// Called when this GameObject is detached from the hand
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//-------------------------------------------------
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private void OnDetachedFromHand( Hand hand )
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{
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textMesh.text = "Detached from hand: " + hand.name;
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}
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//-------------------------------------------------
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// Called every Update() while this GameObject is attached to the hand
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//-------------------------------------------------
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private void HandAttachedUpdate( Hand hand )
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{
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textMesh.text = "Attached to hand: " + hand.name + "\nAttached time: " + ( Time.time - attachTime ).ToString( "F2" );
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}
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//-------------------------------------------------
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// Called when this attached GameObject becomes the primary attached object
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//-------------------------------------------------
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private void OnHandFocusAcquired( Hand hand )
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{
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}
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//-------------------------------------------------
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// Called when another attached GameObject becomes the primary attached object
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//-------------------------------------------------
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private void OnHandFocusLost( Hand hand )
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{
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}
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}
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}
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