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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Valve.VR;
- using Valve.VR.InteractionSystem;
- namespace Valve.VR.InteractionSystem.Sample
- {
- public class SquishyToy : MonoBehaviour
- {
- public Interactable interactable;
- public new SkinnedMeshRenderer renderer;
- public bool affectMaterial = true;
- public SteamVR_Action_Single gripSqueeze = SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
- public SteamVR_Action_Single pinchSqueeze = SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
- private new Rigidbody rigidbody;
- private void Start()
- {
- if (rigidbody == null)
- rigidbody = GetComponent<Rigidbody>();
- if (interactable == null)
- interactable = GetComponent<Interactable>();
- if (renderer == null)
- renderer = GetComponent<SkinnedMeshRenderer>();
- }
- private void Update()
- {
- float grip = 0;
- float pinch = 0;
- if (interactable.attachedToHand)
- {
- grip = gripSqueeze.GetAxis(interactable.attachedToHand.handType);
- pinch = pinchSqueeze.GetAxis(interactable.attachedToHand.handType);
- }
- renderer.SetBlendShapeWeight(0, Mathf.Lerp(renderer.GetBlendShapeWeight(0), grip * 100, Time.deltaTime * 10));
- if (renderer.sharedMesh.blendShapeCount > 1) // make sure there's a pinch blend shape
- renderer.SetBlendShapeWeight(1, Mathf.Lerp(renderer.GetBlendShapeWeight(1), pinch * 100, Time.deltaTime * 10));
- if (affectMaterial)
- {
- renderer.material.SetFloat("_Deform", Mathf.Pow(grip * 1f, 0.5f));
- if (renderer.material.HasProperty("_PinchDeform"))
- {
- renderer.material.SetFloat("_PinchDeform", Mathf.Pow(pinch * 1f, 0.5f));
- }
- }
- }
- }
- }
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