DeltaVR/Assets/Scripts/UnityXR/CustomSnapTurnProvider.cs

38 lines
1.3 KiB
C#

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;
}
}