Version 17.5

This commit is contained in:
Mediha Zukic
2017-05-17 12:25:25 +03:00
parent 56473639f3
commit 16ee526661
2000 changed files with 177858 additions and 0 deletions

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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Demonstrates the use of the controller hint system
//
//=============================================================================
using UnityEngine;
using System.Collections;
using Valve.VR;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class ControllerHintsExample : MonoBehaviour
{
private Coroutine buttonHintCoroutine;
private Coroutine textHintCoroutine;
//-------------------------------------------------
public void ShowButtonHints( Hand hand )
{
if ( buttonHintCoroutine != null )
{
StopCoroutine( buttonHintCoroutine );
}
buttonHintCoroutine = StartCoroutine( TestButtonHints( hand ) );
}
//-------------------------------------------------
public void ShowTextHints( Hand hand )
{
if ( textHintCoroutine != null )
{
StopCoroutine( textHintCoroutine );
}
textHintCoroutine = StartCoroutine( TestTextHints( hand ) );
}
//-------------------------------------------------
public void DisableHints()
{
if ( buttonHintCoroutine != null )
{
StopCoroutine( buttonHintCoroutine );
buttonHintCoroutine = null;
}
if ( textHintCoroutine != null )
{
StopCoroutine( textHintCoroutine );
textHintCoroutine = null;
}
foreach ( Hand hand in Player.instance.hands )
{
ControllerButtonHints.HideAllButtonHints( hand );
ControllerButtonHints.HideAllTextHints( hand );
}
}
//-------------------------------------------------
// Cycles through all the button hints on the controller
//-------------------------------------------------
private IEnumerator TestButtonHints( Hand hand )
{
ControllerButtonHints.HideAllButtonHints( hand );
while ( true )
{
ControllerButtonHints.ShowButtonHint( hand, EVRButtonId.k_EButton_ApplicationMenu );
yield return new WaitForSeconds( 1.0f );
ControllerButtonHints.ShowButtonHint( hand, EVRButtonId.k_EButton_System );
yield return new WaitForSeconds( 1.0f );
ControllerButtonHints.ShowButtonHint( hand, EVRButtonId.k_EButton_Grip );
yield return new WaitForSeconds( 1.0f );
ControllerButtonHints.ShowButtonHint( hand, EVRButtonId.k_EButton_SteamVR_Trigger );
yield return new WaitForSeconds( 1.0f );
ControllerButtonHints.ShowButtonHint( hand, EVRButtonId.k_EButton_SteamVR_Touchpad );
yield return new WaitForSeconds( 1.0f );
ControllerButtonHints.HideAllButtonHints( hand );
yield return new WaitForSeconds( 1.0f );
}
}
//-------------------------------------------------
// Cycles through all the text hints on the controller
//-------------------------------------------------
private IEnumerator TestTextHints( Hand hand )
{
ControllerButtonHints.HideAllTextHints( hand );
while ( true )
{
ControllerButtonHints.ShowTextHint( hand, EVRButtonId.k_EButton_ApplicationMenu, "Application" );
yield return new WaitForSeconds( 3.0f );
ControllerButtonHints.ShowTextHint( hand, EVRButtonId.k_EButton_System, "System" );
yield return new WaitForSeconds( 3.0f );
ControllerButtonHints.ShowTextHint( hand, EVRButtonId.k_EButton_Grip, "Grip" );
yield return new WaitForSeconds( 3.0f );
ControllerButtonHints.ShowTextHint( hand, EVRButtonId.k_EButton_SteamVR_Trigger, "Trigger" );
yield return new WaitForSeconds( 3.0f );
ControllerButtonHints.ShowTextHint( hand, EVRButtonId.k_EButton_SteamVR_Touchpad, "Touchpad" );
yield return new WaitForSeconds( 3.0f );
ControllerButtonHints.HideAllTextHints( hand );
yield return new WaitForSeconds( 3.0f );
}
}
}
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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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