DeltaVR/Assets/Scripts/UnityXR/HandPresence.cs

80 lines
2.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
namespace UnityXR
{
public class HandPresence : MonoBehaviour
{
public bool showController = false;
public InputDeviceCharacteristics controllerCharacteristics;
public List<GameObject> controllerPrefabs;
public GameObject handModelPrefab;
private InputDevice _targetDevice;
private GameObject _spawnedController;
private GameObject _spawnedHandModel;
private Animator _handAnimator;
private static readonly int Trigger = Animator.StringToHash("Trigger");
private static readonly int Grip = Animator.StringToHash("Grip");
private void TryInitialize()
{
var devices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
if (devices.Count <= 0) return;
_targetDevice = devices[0];
GameObject prefab = controllerPrefabs.Find(controller => controller.name == _targetDevice.name);
_spawnedController = Instantiate(prefab ? prefab : controllerPrefabs[0], transform);
_spawnedHandModel = Instantiate(handModelPrefab, transform);
_handAnimator = _spawnedHandModel.GetComponent<Animator>();
}
private void UpdateHandAnimation()
{
if (_targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue))
{
_handAnimator.SetFloat(Trigger, triggerValue);
}
else
{
_handAnimator.SetFloat(Trigger, 0);
}
if (_targetDevice.TryGetFeatureValue(CommonUsages.grip, out float gripValue))
{
_handAnimator.SetFloat(Grip, gripValue);
}
else
{
_handAnimator.SetFloat(Grip, 0);
}
}
// Update is called once per frame
void Update()
{
if (!_targetDevice.isValid)
{
TryInitialize();
}
else
{
if (showController)
{
_spawnedHandModel.SetActive(false);
_spawnedController.SetActive(true);
}
else
{
_spawnedHandModel.SetActive(true);
_spawnedController.SetActive(false);
UpdateHandAnimation();
}
}
}
}
}