SteamVR 控制监听

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.Extras;
/// <summary>
/// 
/// 所有输入的监听
/// </summary>
public class AllInput : MonoBehaviour
{
    //public SteamVR_LaserPointer Left;
    //public SteamVR_LaserPointer Right;
    private SteamVR_Action_Boolean m_InteractUI;
    private SteamVR_Action_Single m_Squeeze;
    private SteamVR_Action_Vector2 m_Touch;
    private SteamVR_Action_Pose m_Pose;
    private SteamVR_Action_Boolean m_Menu;
    private SteamVR_Action_Boolean m_Hold;
    private SteamVR_Action_Boolean m_Teleport;

    private SteamVR_Action_Boolean m_Y, m_X, m_B, m_A;
    public bool Y, X, B, A;

    /// <summary>
    /// 左手射线
    /// </summary>
    public Ray LeftRay;
    /// <summary>
    /// 右手射线
    /// </summary>
    public Ray RightRay;
    /// <summary>
    /// 左手位置
    /// </summary>
    public Vector3 LeftPostion;
    /// <summary>
    /// 右手位置
    /// </summary>
    public Vector3 RightPostion;
    /// <summary>
    /// 右手旋转
    /// </summary>
    public Vector3 RightQuaternion;
    /// <summary>
    /// 左手旋转
    /// </summary>
    public Vector3 LeftQuaternion;






    /// <summary>
    /// 右手扳机开始按下
    /// </summary>    
    public bool RightPressDownStart=false;
    /// <summary>
    /// 右手扳机    开始松开
    /// </summary>
    public bool RightPressUpStart = false;
    /// <summary>
    /// 左手扳机  松开
    /// </summary>
    public bool LeftPressUpStart = false;
    /// <summary>
    /// 左手扳机   按下
    /// </summary>
    public bool LeftPressDownStart = false;
    /// <summary>
    /// 左手扳机    持续按住
    /// </summary>
    public bool LeftPressDownTrigger;
    /// <summary>
    /// 右手扳机   按住
    /// </summary>
    public bool RightPressDownTrigger;
    /// <summary>
    /// 有一个扳机 按住
    /// </summary>
    public bool OnePressDownTrigger;
    /// <summary>
    /// 有一个扳机 按下
    /// </summary>
    public bool OnePressDownStart;
    /// <summary>
    /// 有一个扳机 松开
    /// </summary>
    public bool OnePressUpStart;
    /// <summary>
    /// 左手触碰版松开
    /// </summary>
    public bool LeftTouchPressUp;
    /// <summary>
    /// 右手触碰版松开
    /// </summary>
    public bool RightTouchPressUp;
    /// <summary>
    /// 一个触碰版松开
    /// </summary>
    public bool OneTouchPressUp;
    /// <summary>
    /// 左手触碰版开始按下
    /// </summary>
    public bool LeftTouchPressDown;
    /// <summary>
    /// 右手触碰版开始按下
    /// </summary>
    public bool RightTouchPressDown;
    /// <summary>
    /// 一个触碰版开始按下
    /// </summary>
    public bool OneTouchPressDown;
    /// <summary>
    /// 左手触碰版按下
    /// </summary>
    public bool LeftTouchPress;
    /// <summary>
    /// 右手触碰版按下
    /// </summary>
    public bool RightTouchPress;
    /// <summary>
    /// 一个触碰版触碰
    /// </summary>
    public bool OneTouchPress;
    /// <summary>
    /// 左手触碰版位置
    /// </summary>
    public Vector2 LeftTouch;
    /// <summary>
    /// 右手触碰版位置
    /// </summary>
    public Vector2 RightTouch;
    /// <summary>
    /// 一个触碰版正在被触碰位置
    /// </summary>
    public Vector2 OneTouch;
    /// <summary>
    /// 菜单是否开启
    /// </summary>
    public bool Menu;
    /// <summary>
    /// 有一个扳机被拉动的程度
    /// </summary>
    public float OneSqueeze;
    /// <summary>
    /// 左手扳机拉动程度
    /// </summary>
    public float LeftSqueeze;
    /// <summary>
    /// 右手扳机键拉动程度
    /// </summary>
    public float RightSqueeze;
    /// <summary>
    /// 左手握持键是否按住
    /// </summary>
    public bool LeftHold;
    /// <summary>
    /// 右手握持键是否按住
    /// </summary>
    public bool RightHold;
    /// <summary>
    /// 有一个我握持键被按住
    /// </summary>
    public bool OneHold;
    /// <summary>
    /// 鼠标左键
    /// </summary>
    public bool LeftMouseDown=false;
    /// <summary>
    /// 鼠标左键抬起
    /// </summary>
    public bool LeftMouseUp = false;
    /// <summary>
    /// 鼠标右键
    /// </summary>
    public bool RightMouseDown=false;
    /// <summary>
    /// 左手触控板的偏移量
    /// </summary>
    public Vector2 LeftOffsetPostion;
    /// <summary>
    /// 右手触控板的偏移量
    /// </summary>
    public Vector2 RightOffsetPostion;
    private Vector2 LastLeftPostion;
    private Vector2 LastRightPostion;
    void Start()
    {
         m_Menu = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("Menu");
        m_Squeeze =SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
        m_InteractUI = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("InteractUI");
        m_Touch = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("Touch");
        m_Pose= SteamVR_Input.GetAction<SteamVR_Action_Pose>("Pose");
        m_Hold = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("GrabGrip");
        m_Teleport= SteamVR_Input.GetAction<SteamVR_Action_Boolean>("Teleport");

        m_Y = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("Y");
        m_X = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("X");
        m_B = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("B");
        m_A = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("A");
    }

    // Update is called once per frame
    void Update()
    {

        //LeftPostion = Left.gameObject.transform.position;
        //RightPostion = Right.gameObject.transform.position;
        //RightQuaternion = Right.gameObject.transform.eulerAngles;
        //LeftQuaternion = Left.gameObject.transform.eulerAngles;


        LeftTouchPress = m_Teleport.GetState(SteamVR_Input_Sources.LeftHand);
        RightTouchPress = m_Teleport.GetState(SteamVR_Input_Sources.RightHand);
        OneTouchPress = m_Teleport.GetState(SteamVR_Input_Sources.Any);
        LeftTouchPressDown = m_Teleport.GetStateDown(SteamVR_Input_Sources.LeftHand);
        RightTouchPressDown = m_Teleport.GetStateDown(SteamVR_Input_Sources.RightHand);
        OneTouchPressDown = m_Teleport.GetStateDown(SteamVR_Input_Sources.Any);
        LeftTouchPressUp = m_Teleport.GetStateUp(SteamVR_Input_Sources.LeftHand);
        RightTouchPressUp = m_Teleport.GetStateUp(SteamVR_Input_Sources.RightHand);
        OneTouchPressUp = m_Teleport.GetStateUp(SteamVR_Input_Sources.Any);
        LeftPressDownTrigger = m_InteractUI.GetState(SteamVR_Input_Sources.LeftHand);
        RightPressDownTrigger = m_InteractUI.GetState(SteamVR_Input_Sources.RightHand);
        OnePressDownTrigger = m_InteractUI.GetState(SteamVR_Input_Sources.Any);
        LeftPressUpStart = m_InteractUI.GetStateUp(SteamVR_Input_Sources.LeftHand);
        RightPressUpStart = m_InteractUI.GetStateUp(SteamVR_Input_Sources.RightHand);
        OnePressUpStart = m_InteractUI.GetStateUp(SteamVR_Input_Sources.Any);
        LeftPressDownStart = m_InteractUI.GetStateDown(SteamVR_Input_Sources.LeftHand);
        RightPressDownStart = m_InteractUI.GetStateDown(SteamVR_Input_Sources.RightHand);
        OnePressDownStart = m_InteractUI.GetStateDown(SteamVR_Input_Sources.Any);
        LeftSqueeze = m_Squeeze.GetAxis(SteamVR_Input_Sources.LeftHand);
        RightSqueeze = m_Squeeze.GetAxis(SteamVR_Input_Sources.RightHand);
        OneSqueeze = m_Squeeze.GetAxis(SteamVR_Input_Sources.Any);
        LeftTouch = m_Touch.GetAxis(SteamVR_Input_Sources.LeftHand);
        RightTouch = m_Touch.GetAxis(SteamVR_Input_Sources.RightHand);
        OneTouch = m_Touch.GetAxis(SteamVR_Input_Sources.Any);
        Menu = m_Menu.GetState(SteamVR_Input_Sources.Any);
        LeftHold = m_Hold.GetState(SteamVR_Input_Sources.LeftHand);
        RightHold = m_Hold.GetState(SteamVR_Input_Sources.RightHand);
        OneHold = m_Hold.GetState(SteamVR_Input_Sources.Any);
        LeftMouseDown = Input.GetMouseButtonDown(0);
        LeftMouseUp = Input.GetMouseButtonUp(0);
        RightMouseDown = Input.GetMouseButtonDown(1);
        if (LastLeftPostion!=Vector2.zero) {
            LeftOffsetPostion += LeftTouch - LastLeftPostion;
        }
        if (LastRightPostion != Vector2.zero)
        {
            RightOffsetPostion += RightTouch - LastRightPostion;
        }

        LastLeftPostion = LeftTouch;
        LastRightPostion = RightTouch;
        if (LastLeftPostion==Vector2.zero)
        {
            LeftOffsetPostion = Vector2.zero;
        }
        if (LastRightPostion == Vector2.zero)
        {
            RightOffsetPostion = Vector2.zero;
        }

        Y = m_Y.GetStateDown(SteamVR_Input_Sources.Any);
        X = m_X.GetStateDown(SteamVR_Input_Sources.Any);
        B = m_B.GetStateDown(SteamVR_Input_Sources.Any);
        A = m_A.GetStateDown(SteamVR_Input_Sources.Any);
    }
}

 

posted @ 2020-04-28 15:17  D个人笔记  阅读(629)  评论(0编辑  收藏  举报