using System; using System.Collections.Generic; using System.Linq; //======= Copyright (c) Valve Corporation, All rights reserved. =============== using System.Text; using UnityEngine; using UnityEngine.Events; namespace Valve.VR { /// /// This component simplifies using boolean actions. /// Provides editor accessible events: OnPress, OnPressDown, OnPressUp, OnChange, and OnUpdate. /// Provides script accessible events: OnPressEvent, OnPressDownEvent, OnPressUpEvent, OnChangeEvent, and OnUpdateEvent. /// public class SteamVR_Behaviour_Boolean : MonoBehaviour { [Tooltip("The SteamVR boolean action that this component should use")] public SteamVR_Action_Boolean booleanAction; [Tooltip("The device this action should apply to. Any if the action is not device specific.")] public SteamVR_Input_Sources inputSource; /// This UnityEvent fires whenever a change happens in the action public SteamVR_Behaviour_BooleanEvent onChange; /// This C# event fires whenever a change happens in the action public event ChangeHandler onChangeEvent; /// This UnityEvent fires whenever the action is updated public SteamVR_Behaviour_BooleanEvent onUpdate; /// This C# event fires whenever the action is updated public event UpdateHandler onUpdateEvent; /// This UnityEvent will fire whenever the boolean action is true and gets updated public SteamVR_Behaviour_BooleanEvent onPress; /// This C# event will fire whenever the boolean action is true and gets updated public event StateHandler onPressEvent; /// This UnityEvent will fire whenever the boolean action has changed from false to true in the last update public SteamVR_Behaviour_BooleanEvent onPressDown; /// This C# event will fire whenever the boolean action has changed from false to true in the last update public event StateDownHandler onPressDownEvent; /// This UnityEvent will fire whenever the boolean action has changed from true to false in the last update public SteamVR_Behaviour_BooleanEvent onPressUp; /// This C# event will fire whenever the boolean action has changed from true to false in the last update public event StateUpHandler onPressUpEvent; /// Returns true if this action is currently bound and its action set is active public bool isActive { get { return booleanAction[inputSource].active; } } /// Returns the action set that this action is in. public SteamVR_ActionSet actionSet { get { if (booleanAction != null) return booleanAction.actionSet; else return null; } } protected virtual void OnEnable() { if (booleanAction == null) { Debug.LogError("[SteamVR] Boolean action not set.", this); return; } AddHandlers(); } protected virtual void OnDisable() { RemoveHandlers(); } protected void AddHandlers() { booleanAction[inputSource].onUpdate += SteamVR_Behaviour_Boolean_OnUpdate; booleanAction[inputSource].onChange += SteamVR_Behaviour_Boolean_OnChange; booleanAction[inputSource].onState += SteamVR_Behaviour_Boolean_OnState; booleanAction[inputSource].onStateDown += SteamVR_Behaviour_Boolean_OnStateDown; booleanAction[inputSource].onStateUp += SteamVR_Behaviour_Boolean_OnStateUp; } protected void RemoveHandlers() { if (booleanAction != null) { booleanAction[inputSource].onUpdate -= SteamVR_Behaviour_Boolean_OnUpdate; booleanAction[inputSource].onChange -= SteamVR_Behaviour_Boolean_OnChange; booleanAction[inputSource].onState -= SteamVR_Behaviour_Boolean_OnState; booleanAction[inputSource].onStateDown -= SteamVR_Behaviour_Boolean_OnStateDown; booleanAction[inputSource].onStateUp -= SteamVR_Behaviour_Boolean_OnStateUp; } } private void SteamVR_Behaviour_Boolean_OnStateUp(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { if (onPressUp != null) { onPressUp.Invoke(this, fromSource, false); } if (onPressUpEvent != null) { onPressUpEvent.Invoke(this, fromSource); } } private void SteamVR_Behaviour_Boolean_OnStateDown(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { if (onPressDown != null) { onPressDown.Invoke(this, fromSource, true); } if (onPressDownEvent != null) { onPressDownEvent.Invoke(this, fromSource); } } private void SteamVR_Behaviour_Boolean_OnState(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { if (onPress != null) { onPress.Invoke(this, fromSource, true); } if (onPressEvent != null) { onPressEvent.Invoke(this, fromSource); } } private void SteamVR_Behaviour_Boolean_OnUpdate(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState) { if (onUpdate != null) { onUpdate.Invoke(this, fromSource, newState); } if (onUpdateEvent != null) { onUpdateEvent.Invoke(this, fromSource, newState); } } private void SteamVR_Behaviour_Boolean_OnChange(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState) { if (onChange != null) { onChange.Invoke(this, fromSource, newState); } if (onChangeEvent != null) { onChangeEvent.Invoke(this, fromSource, newState); } } /// /// Gets the localized name of the device that the action corresponds to. /// /// /// /// VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand" /// VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller" /// VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad" /// VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad" /// /// public string GetLocalizedName(params EVRInputStringBits[] localizedParts) { if (booleanAction != null) return booleanAction.GetLocalizedOriginPart(inputSource, localizedParts); return null; } public delegate void StateDownHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void StateUpHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void StateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void ActiveChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active); public delegate void ChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState); public delegate void UpdateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState); } }