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2017-05-17 12:25:25 +03:00
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<00> <00><00>.<00>y<00>< <00><00>.<00><00><00>CH<00>T<00><><EFBFBD><EFBFBD><10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00>!Q<00>j<00>"H<00>`<00><><EFBFBD><EFBFBD>#<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>$@<00><00><00>%Q<00>j<00>&H<00>l<00><><EFBFBD><EFBFBD>'<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>(@<00><00><00>)Q<00>j<00>*L<00>{+PPtr<EditorExtension>m_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScript<00><00>@<00>y<EFBFBD><00>)<00><>^\a<><61>M<EFBFBD>Q<EFBFBD>| <09>e.<00>[6L~a-L<><4C><EFBFBD>׹.<2E><>GAssets/SteamVR/InteractionSystem/Samples/Scripts/InteractableExample.cs<00><><EFBFBD>U<00><>*InteractableExample<00>//======= 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 )
{
}
}
}
<00><>*InteractableExampleValve.VR.InteractionSystemAssembly-CSharp.dll