forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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80
Assets/_PROJECT/Scripts/UnityXR/HandPresence.cs
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80
Assets/_PROJECT/Scripts/UnityXR/HandPresence.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR;
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namespace UnityXR
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{
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public class HandPresence : MonoBehaviour
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{
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public bool showController;
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public InputDeviceCharacteristics controllerCharacteristics;
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public List<GameObject> controllerPrefabs;
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public GameObject handModelPrefab;
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private InputDevice _targetDevice;
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private GameObject _spawnedController;
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private GameObject _spawnedHandModel;
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private Animator _handAnimator;
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private static readonly int Trigger = Animator.StringToHash("Trigger");
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private static readonly int Grip = Animator.StringToHash("Grip");
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private void TryInitialize()
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{
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var devices = new List<InputDevice>();
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InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
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if (devices.Count <= 0) return;
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_targetDevice = devices[0];
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GameObject prefab = controllerPrefabs.Find(controller => controller.name == _targetDevice.name);
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_spawnedController = Instantiate(prefab ? prefab : controllerPrefabs[0], transform);
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_spawnedHandModel = Instantiate(handModelPrefab, transform);
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_handAnimator = _spawnedHandModel.GetComponent<Animator>();
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}
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private void UpdateHandAnimation()
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{
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if (_targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue))
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{
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_handAnimator.SetFloat(Trigger, triggerValue);
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}
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else
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{
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_handAnimator.SetFloat(Trigger, 0);
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}
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if (_targetDevice.TryGetFeatureValue(CommonUsages.grip, out float gripValue))
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{
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_handAnimator.SetFloat(Grip, gripValue);
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}
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else
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{
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_handAnimator.SetFloat(Grip, 0);
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (!_targetDevice.isValid)
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{
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TryInitialize();
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}
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else
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{
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if (showController)
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{
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_spawnedHandModel.SetActive(false);
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_spawnedController.SetActive(true);
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}
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else
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{
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_spawnedHandModel.SetActive(true);
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_spawnedController.SetActive(false);
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UpdateHandAnimation();
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}
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}
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}
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}
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}
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