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using System;using System.Collections.Generic;using System.Linq;//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System.Text;
using UnityEngine;using UnityEngine.Events;
namespace Valve.VR{ /// <summary>
/// This component simplifies using boolean actions.
/// <para>Provides editor accessible events: OnPress, OnPressDown, OnPressUp, OnChange, and OnUpdate.</para>
/// <para>Provides script accessible events: OnPressEvent, OnPressDownEvent, OnPressUpEvent, OnChangeEvent, and OnUpdateEvent.</para>
/// </summary>
public class SteamVR_Behaviour_Boolean : MonoBehaviour { [Tooltip("The SteamVR boolean action that this component should use")] public SteamVR_Action_Boolean booleanAction;
[Tooltip("The device this action should apply to. Any if the action is not device specific.")] public SteamVR_Input_Sources inputSource;
/// <summary>This UnityEvent fires whenever a change happens in the action</summary>
public SteamVR_Behaviour_BooleanEvent onChange;
/// <summary>This C# event fires whenever a change happens in the action</summary>
public event ChangeHandler onChangeEvent;
/// <summary>This UnityEvent fires whenever the action is updated</summary>
public SteamVR_Behaviour_BooleanEvent onUpdate;
/// <summary>This C# event fires whenever the action is updated</summary>
public event UpdateHandler onUpdateEvent;
/// <summary>This UnityEvent will fire whenever the boolean action is true and gets updated</summary>
public SteamVR_Behaviour_BooleanEvent onPress;
/// <summary>This C# event will fire whenever the boolean action is true and gets updated</summary>
public event StateHandler onPressEvent;
/// <summary>This UnityEvent will fire whenever the boolean action has changed from false to true in the last update</summary>
public SteamVR_Behaviour_BooleanEvent onPressDown;
/// <summary>This C# event will fire whenever the boolean action has changed from false to true in the last update</summary>
public event StateDownHandler onPressDownEvent;
/// <summary>This UnityEvent will fire whenever the boolean action has changed from true to false in the last update</summary>
public SteamVR_Behaviour_BooleanEvent onPressUp;
/// <summary>This C# event will fire whenever the boolean action has changed from true to false in the last update</summary>
public event StateUpHandler onPressUpEvent;
/// <summary>Returns true if this action is currently bound and its action set is active</summary>
public bool isActive { get { return booleanAction[inputSource].active; } }
/// <summary>Returns the action set that this action is in.</summary>
public SteamVR_ActionSet actionSet { get { if (booleanAction != null) return booleanAction.actionSet; else return null; } }
protected virtual void OnEnable() { if (booleanAction == null) { Debug.LogError("[SteamVR] Boolean action not set.", this); return; }
AddHandlers(); }
protected virtual void OnDisable() { RemoveHandlers(); }
protected void AddHandlers() { booleanAction[inputSource].onUpdate += SteamVR_Behaviour_Boolean_OnUpdate; booleanAction[inputSource].onChange += SteamVR_Behaviour_Boolean_OnChange; booleanAction[inputSource].onState += SteamVR_Behaviour_Boolean_OnState; booleanAction[inputSource].onStateDown += SteamVR_Behaviour_Boolean_OnStateDown; booleanAction[inputSource].onStateUp += SteamVR_Behaviour_Boolean_OnStateUp; }
protected void RemoveHandlers() {
if (booleanAction != null) { booleanAction[inputSource].onUpdate -= SteamVR_Behaviour_Boolean_OnUpdate; booleanAction[inputSource].onChange -= SteamVR_Behaviour_Boolean_OnChange; booleanAction[inputSource].onState -= SteamVR_Behaviour_Boolean_OnState; booleanAction[inputSource].onStateDown -= SteamVR_Behaviour_Boolean_OnStateDown; booleanAction[inputSource].onStateUp -= SteamVR_Behaviour_Boolean_OnStateUp; } }
private void SteamVR_Behaviour_Boolean_OnStateUp(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { if (onPressUp != null) { onPressUp.Invoke(this, fromSource, false); }
if (onPressUpEvent != null) { onPressUpEvent.Invoke(this, fromSource); } }
private void SteamVR_Behaviour_Boolean_OnStateDown(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { if (onPressDown != null) { onPressDown.Invoke(this, fromSource, true); }
if (onPressDownEvent != null) { onPressDownEvent.Invoke(this, fromSource); } }
private void SteamVR_Behaviour_Boolean_OnState(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { if (onPress != null) { onPress.Invoke(this, fromSource, true); }
if (onPressEvent != null) { onPressEvent.Invoke(this, fromSource); } }
private void SteamVR_Behaviour_Boolean_OnUpdate(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState) { if (onUpdate != null) { onUpdate.Invoke(this, fromSource, newState); }
if (onUpdateEvent != null) { onUpdateEvent.Invoke(this, fromSource, newState); } }
private void SteamVR_Behaviour_Boolean_OnChange(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState) { if (onChange != null) { onChange.Invoke(this, fromSource, newState); }
if (onChangeEvent != null) { onChangeEvent.Invoke(this, fromSource, newState); } }
/// <summary>
/// Gets the localized name of the device that the action corresponds to.
/// </summary>
/// <param name="localizedParts">
/// <list type="bullet">
/// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
/// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
/// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
/// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
/// </list>
/// </param>
public string GetLocalizedName(params EVRInputStringBits[] localizedParts) { if (booleanAction != null) return booleanAction.GetLocalizedOriginPart(inputSource, localizedParts); return null; }
public delegate void StateDownHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void StateUpHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void StateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource); public delegate void ActiveChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool active); public delegate void ChangeHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState); public delegate void UpdateHandler(SteamVR_Behaviour_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState); }}
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