Change Vive wand teleport and turn from touch to press

This commit is contained in:
Toomas Tamm
2021-04-14 15:59:44 +03:00
parent 90563e776a
commit 28539e7600
17 changed files with 768 additions and 63 deletions

View File

@@ -30,7 +30,7 @@ namespace Bow
}
private void FixedUpdate()
{
{
if (!_inAir) return;
CheckForCollision();
_lastPosition = tip.position;

View File

@@ -153,6 +153,21 @@ public class ActionBasedControllerManager : MonoBehaviour
get => m_TeleportModeActivate;
set => m_TeleportModeActivate = value;
}
// State transition actions
[SerializeField]
[Tooltip("The reference to the action of listening to teleport actions.")]
InputActionReference m_NagivationModifier;
/// <summary>
/// The reference to the action of activating the teleport mode for this controller."
/// </summary>
public InputActionReference navigationModifier
{
get => m_NagivationModifier;
set => m_NagivationModifier = value;
}
[SerializeField] [Tooltip("The reference to the action of canceling the teleport mode for this controller.")]
InputActionReference m_TeleportModeCancel;
@@ -448,6 +463,7 @@ public class ActionBasedControllerManager : MonoBehaviour
// Enable transitions to Teleport state
EnableAction(m_TeleportModeActivate);
EnableAction(m_TeleportModeCancel);
EnableAction(m_NagivationModifier);
// Enable turn and move actions
EnableAction(m_Turn);
@@ -523,11 +539,13 @@ public class ActionBasedControllerManager : MonoBehaviour
// Transition from Select state to Teleport state when the user triggers the "Teleport Mode Activate" action but not the "Cancel Teleport" action
var teleportModeAction = GetInputAction(m_TeleportModeActivate);
var cancelTeleportModeAction = GetInputAction(m_TeleportModeCancel);
var allowNavigationAction = GetInputAction(m_NagivationModifier);
var triggerTeleportMode = teleportModeAction != null && teleportModeAction.triggered;
var cancelTeleport = cancelTeleportModeAction != null && cancelTeleportModeAction.triggered;
if (triggerTeleportMode && !cancelTeleport)
var triggerTeleportMode = teleportModeAction != null && teleportModeAction.IsPressed();
var cancelTeleport = cancelTeleportModeAction != null && cancelTeleportModeAction.IsPressed();
var allowNavigation = allowNavigationAction != null && allowNavigationAction.IsPressed();
if (triggerTeleportMode && !cancelTeleport && allowNavigation)
{
TransitionState(m_SelectState, m_TeleportState);
return;
@@ -549,10 +567,13 @@ public class ActionBasedControllerManager : MonoBehaviour
var teleportModeAction = GetInputAction(m_TeleportModeActivate);
var cancelTeleportModeAction = GetInputAction(m_TeleportModeCancel);
var allowNavigationAction = GetInputAction(m_NagivationModifier);
var cancelTeleport = cancelTeleportModeAction != null && cancelTeleportModeAction.triggered;
var releasedTeleport = teleportModeAction != null && teleportModeAction.phase == InputActionPhase.Waiting;
var allowNavigation = allowNavigationAction != null && allowNavigationAction.IsPressed();
if (cancelTeleport || releasedTeleport)
TransitionState(m_TeleportState, m_SelectState);
}

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@@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Inputs;
public class CustomSnapTurnProvider : ActionBasedSnapTurnProvider
{
[SerializeField]
[Tooltip("The Input System Action that will be used to read Snap Turn data from the left hand controller. Must be a Value Vector2 Control.")]
InputActionProperty m_allowNavigation;
/// <summary>
/// The Input System Action that will be used to read Snap Turn data sent from the left hand controller. Must be a <see cref="InputActionType.Value"/> <see cref="Vector2Control"/> Control.
/// </summary>
public InputActionProperty allowNavigation
{
get => m_allowNavigation;
set => SetInputActionProperty(ref m_allowNavigation, value);
}
void SetInputActionProperty(ref InputActionProperty property, InputActionProperty value)
{
if (Application.isPlaying)
property.DisableDirectAction();
property = value;
if (Application.isPlaying && isActiveAndEnabled)
property.EnableDirectAction();
}
protected override Vector2 ReadInput()
{
return m_allowNavigation.action.IsPressed() ? base.ReadInput() : Vector2.zero;
}
}

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@@ -0,0 +1,11 @@
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