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