177 lines
5.8 KiB
C#
177 lines
5.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.XR;
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[System.Serializable]
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public enum InputFeature
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{
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//
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// ժҪ:
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// The primary face button being pressed on a device, or sole button if only one
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// is available.
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primaryButton,
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//
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// ժҪ:
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// The primary face button being touched on a device.
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primaryTouch,
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//
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// ժҪ:
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// The secondary face button being pressed on a device.
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secondaryButton,
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//
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// ժҪ:
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// The secondary face button being touched on a device.
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secondaryTouch,
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//
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// ժҪ:
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// A binary measure of whether the device is being gripped.
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gripButton,
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//
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// ժҪ:
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// A binary measure of whether the index finger is activating the trigger.
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triggerButton,
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//
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// ժҪ:
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// Represents a menu button, used to pause, go back, or otherwise exit gameplay.
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menuButton,
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//
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// ժҪ:
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// Represents the primary 2D axis being clicked or otherwise depressed.
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primary2DAxisClick,
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//
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// ժҪ:
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// Represents the primary 2D axis being touched.
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primary2DAxisTouch,
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//
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// ժҪ:
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// Represents the secondary 2D axis being clicked or otherwise depressed.
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secondary2DAxisClick,
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//
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// ժҪ:
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// Represents the secondary 2D axis being touched.
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secondary2DAxisTouch,
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//
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// ժҪ:
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// Use this property to test whether the user is currently wearing and/or interacting
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// with the XR device. The exact behavior of this property varies with each type
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// of device: some devices have a sensor specifically to detect user proximity,
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// however you can reasonably infer that a user is present with the device when
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// the property is UserPresenceState.Present.
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userPresence
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}
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public class XRControllerButtonWatcher : MonoBehaviour
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{
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private Dictionary<InputFeature, InputFeatureUsage<bool>> inputFeatureUsageMap = new Dictionary<InputFeature, InputFeatureUsage<bool>>() {
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{ InputFeature.primaryButton, CommonUsages.primaryButton },
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{ InputFeature.primaryTouch, CommonUsages.primaryTouch },
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{ InputFeature.secondaryButton, CommonUsages.secondaryButton },
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{ InputFeature.secondaryTouch, CommonUsages.secondaryTouch },
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{ InputFeature.gripButton, CommonUsages.gripButton },
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{ InputFeature.triggerButton, CommonUsages.triggerButton },
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{ InputFeature.menuButton, CommonUsages.menuButton },
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{ InputFeature.primary2DAxisClick, CommonUsages.primary2DAxisClick },
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{ InputFeature.primary2DAxisTouch, CommonUsages.primary2DAxisTouch },
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{ InputFeature.secondary2DAxisClick, CommonUsages.secondary2DAxisClick },
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{ InputFeature.secondary2DAxisTouch, CommonUsages.secondary2DAxisTouch },
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{ InputFeature.userPresence, CommonUsages.userPresence }
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};
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[SerializeField]
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public InputFeature ButtonInputFeature;
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[SerializeField]
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public InputDeviceCharacteristics inputDeviceType = InputDeviceCharacteristics.None;
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[SerializeField]
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public UnityEvent OnInputDown;
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[SerializeField]
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public UnityEvent OnInputUp;
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private InputFeatureUsage<bool> buttonInputFeatureUsage;
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private bool lastButtonState = false;
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private List<InputDevice> devicesButton;
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private void Awake()
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{
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if (OnInputDown == null)
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OnInputDown = new UnityEvent();
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if (OnInputUp == null)
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OnInputUp = new UnityEvent();
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devicesButton = new List<InputDevice>();
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if (!inputFeatureUsageMap.TryGetValue(ButtonInputFeature, out buttonInputFeatureUsage))
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{
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Debug.LogError("not found inputFeature: " + ButtonInputFeature);
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}
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}
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private void OnEnable()
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{
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Init();
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}
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private void OnDisable()
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{
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InputDevices.deviceConnected -= InputDevices_deviceConnected;
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InputDevices.deviceDisconnected -= InputDevices_deviceDisconnected;
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devicesButton.Clear();
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}
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private void InputDevices_deviceConnected(InputDevice device)
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{
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bool discardedValue;
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if (device.TryGetFeatureValue(buttonInputFeatureUsage, out discardedValue))
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{
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Debug.Log($"add device: {device.name}");
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devicesButton.Add(device); // Add any devices that have a primary button.
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}
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}
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private void InputDevices_deviceDisconnected(InputDevice device)
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{
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if (devicesButton.Contains(device))
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devicesButton.Remove(device);
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}
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private void Update()
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{
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bool tempState = false;
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foreach (var device in devicesButton)
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{
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bool primaryButtonState = false;
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tempState = device.TryGetFeatureValue(buttonInputFeatureUsage, out primaryButtonState) // did get a value
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&& primaryButtonState // the value we got
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|| tempState; // cumulative result from other controllers
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}
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if (tempState != lastButtonState) // Button state changed since last frame
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{
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if (tempState)
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OnInputDown?.Invoke();
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else
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OnInputUp?.Invoke();
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lastButtonState = tempState;
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}
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}
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public void Init()
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{
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List<InputDevice> allDevices = new List<InputDevice>();
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if (inputDeviceType == InputDeviceCharacteristics.None)
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InputDevices.GetDevices(allDevices);
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else
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InputDevices.GetDevicesWithCharacteristics(inputDeviceType, allDevices);
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foreach (InputDevice device in allDevices)
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InputDevices_deviceConnected(device);
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InputDevices.deviceConnected += InputDevices_deviceConnected;
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InputDevices.deviceDisconnected += InputDevices_deviceDisconnected;
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}
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} |