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- //======= Copyright (c) Valve Corporation, All rights reserved. ===============
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using UnityEngine;
- using UnityEngine.Events;
- namespace Valve.VR
- {
- /// <summary>
- /// SteamVR_Behaviour_Single simplifies the use of single actions. It gives an event to subscribe to for when the action has changed.
- /// </summary>
- public class SteamVR_Behaviour_Single : MonoBehaviour
- {
- /// <summary>The single action to get data from.</summary>
- public SteamVR_Action_Single singleAction;
- /// <summary>The device this action applies to. Any if the action is not device specific.</summary>
- [Tooltip("The device this action should apply to. Any if the action is not device specific.")]
- public SteamVR_Input_Sources inputSource;
- /// <summary>Unity event that Fires whenever the action's value has changed since the last update.</summary>
- [Tooltip("Fires whenever the action's value has changed since the last update.")]
- public SteamVR_Behaviour_SingleEvent onChange;
- /// <summary>Unity event that Fires whenever the action's value has been updated</summary>
- [Tooltip("Fires whenever the action's value has been updated.")]
- public SteamVR_Behaviour_SingleEvent onUpdate;
- /// <summary>Unity event that Fires whenever the action's value has been updated and is non-zero</summary>
- [Tooltip("Fires whenever the action's value has been updated and is non-zero.")]
- public SteamVR_Behaviour_SingleEvent onAxis;
- /// <summary>C# event that fires whenever the action's value has changed since the last update.</summary>
- public ChangeHandler onChangeEvent;
- /// <summary>C# event that fires whenever the action's value has been updated</summary>
- public UpdateHandler onUpdateEvent;
- /// <summary>C# event that fires whenever the action's value has been updated and is non-zero</summary>
- public AxisHandler onAxisEvent;
- /// <summary>Returns whether this action is bound and the action set is active</summary>
- public bool isActive { get { return singleAction.GetActive(inputSource); } }
- protected virtual void OnEnable()
- {
- if (singleAction == null)
- {
- Debug.LogError("[SteamVR] Single action not set.", this);
- return;
- }
- AddHandlers();
- }
- protected virtual void OnDisable()
- {
- RemoveHandlers();
- }
- protected void AddHandlers()
- {
- singleAction[inputSource].onUpdate += SteamVR_Behaviour_Single_OnUpdate;
- singleAction[inputSource].onChange += SteamVR_Behaviour_Single_OnChange;
- singleAction[inputSource].onAxis += SteamVR_Behaviour_Single_OnAxis;
- }
- protected void RemoveHandlers()
- {
- if (singleAction != null)
- {
- singleAction[inputSource].onUpdate -= SteamVR_Behaviour_Single_OnUpdate;
- singleAction[inputSource].onChange -= SteamVR_Behaviour_Single_OnChange;
- singleAction[inputSource].onAxis -= SteamVR_Behaviour_Single_OnAxis;
- }
- }
- private void SteamVR_Behaviour_Single_OnUpdate(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
- {
- if (onUpdate != null)
- {
- onUpdate.Invoke(this, fromSource, newAxis, newDelta);
- }
- if (onUpdateEvent != null)
- {
- onUpdateEvent.Invoke(this, fromSource, newAxis, newDelta);
- }
- }
- private void SteamVR_Behaviour_Single_OnChange(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
- {
- if (onChange != null)
- {
- onChange.Invoke(this, fromSource, newAxis, newDelta);
- }
- if (onChangeEvent != null)
- {
- onChangeEvent.Invoke(this, fromSource, newAxis, newDelta);
- }
- }
- private void SteamVR_Behaviour_Single_OnAxis(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
- {
- if (onAxis != null)
- {
- onAxis.Invoke(this, fromSource, newAxis, newDelta);
- }
- if (onAxisEvent != null)
- {
- onAxisEvent.Invoke(this, fromSource, newAxis, newDelta);
- }
- }
- /// <summary>
- /// Gets the localized name of the device that the action corresponds to.
- /// </summary>
- /// <param name="localizedParts">
- /// <list type="bullet">
- /// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
- /// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
- /// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
- /// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
- /// </list>
- /// </param>
- public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
- {
- if (singleAction != null)
- return singleAction.GetLocalizedOriginPart(inputSource, localizedParts);
- return null;
- }
- public delegate void AxisHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
- public delegate void ChangeHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
- public delegate void UpdateHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
- }
- }
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