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本帖最后由 成林 于 2018-5-23 21:45 编辑
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using UnityEngine; using System.Collections; //检测手柄功能的脚本 这个脚本挂到手柄上(controler(right)和controler(left))上 public class ButtonTouchAction :MonoBehaviour { //手柄 SteamVR_TrackedObject trackdeObjec;
void Awake() { //获取手柄上的这个组件 trackdeObjec = GetComponent<steamvr_trackedobject>(); } // Use this for initialization void Start () { } void FixedUpdate() { //获取手柄输入 var device = SteamVR_Controller.Input((int)trackdeObjec.index); //以下是api中复制出来的按键列表 /* public class ButtonMask { public const ulong System = (1ul<< (int)EVRButtonId.k_EButton_System); // reserved public const ulong ApplicationMenu= (1ul << (int)EVRButtonId.k_EButton_ApplicationMenu); public const ulong Grip = (1ul<< (int)EVRButtonId.k_EButton_Grip); public const ulong Axis0 = (1ul<< (int)EVRButtonId.k_EButton_Axis0); public const ulong Axis1 = (1ul<< (int)EVRButtonId.k_EButton_Axis1); public const ulong Axis2 = (1ul<< (int)EVRButtonId.k_EButton_Axis2); public const ulong Axis3 = (1ul<< (int)EVRButtonId.k_EButton_Axis3); public const ulong Axis4 = (1ul<< (int)EVRButtonId.k_EButton_Axis4); public const ulong Touchpad =(1ul << (int)EVRButtonId.k_EButton_SteamVR_Touchpad); public const ulong Trigger =(1ul << (int)EVRButtonId.k_EButton_SteamVR_Trigger); } */
//同样是三种按键方式,以后不做赘述 if (device.GetTouch(SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log("按了“trigger”“扳机键”");
//右手震动 //拉弓类似操作应该就是按住trigger(扳机)gettouch时持续调用震动方法模拟弓弦绷紧的感觉。 var deviceIndex2 =SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost); SteamVR_Controller.Input(deviceIndex2).TriggerHapticPulse(500);
} if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log("按下了 “trigger” “扳机键”");
} if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log("松开了“trigger”“扳机键”");
//左手震动 var deviceIndex =SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost); SteamVR_Controller.Input(deviceIndex).TriggerHapticPulse(3000);
//右手震动 var deviceIndex1 =SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost); SteamVR_Controller.Input(deviceIndex1).TriggerHapticPulse(3000); }
//这三种也能检测到后面不做赘述 if(device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log("用press按下了“trigger”“扳机键”"); } if (device.GetPress(SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log("用press按了 “trigger” “扳机键”"); } if (device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger)) { Debug.Log("用press松开了“trigger”“扳机键”"); }
//system键圆盘下面那个键 // reserved 为Steam系统保留,用来调出Steam系统菜单因此貌似自己加的功能没啥用 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.System)) { Debug.Log("按下了“system”“系统按钮/Steam”"); } if (device.GetPressDown(SteamVR_Controller.ButtonMask.System)) { Debug.Log("用press按下了“System”“系统按钮/Steam”"); }
//ApplicationMenu键带菜单标志的那个按键(在方向圆盘上面) if(device.GetTouchDown(SteamVR_Controller.ButtonMask.ApplicationMenu)) { Debug.Log("按下了 “ApplicationMenu” “菜单键”"); } if(device.GetPressDown(SteamVR_Controller.ButtonMask.ApplicationMenu)) { Debug.Log("用press按下了“ApplicationMenu”“菜单键”"); }
//Grip键两侧的键 (vive雇佣兵游戏中的换弹键),每个手柄左右各一功能相同,同一手柄两个键是一个键。 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Grip)) { Debug.Log("按下了“Grip”“ ”"); } if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip)) { Debug.Log("用press按下了“Grip”“ ”"); }
//Axis0键与圆盘有交互 与圆盘有关 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis0)) { Debug.Log("按下了“Axis0”“方向 ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis0)) { Debug.Log("用press按下了“Axis0”“方向 ”"); }
//Axis1键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis1)) { Debug.Log("按下了“Axis1”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis1)) { Debug.Log("用press按下了“Axis1”“ ”"); }
//Axis2键目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis2)) { Debug.Log("按下了“Axis2”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis2)) { Debug.Log("用press按下了“Axis2”“ ”"); }
//Axis3键 未目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis3)) { Debug.Log("按下了“Axis3”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis3)) { Debug.Log("用press按下了“Axis3”“ ”"); }
//Axis4键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis4)) { Debug.Log("按下了“Axis4”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis4)) { Debug.Log("用press按下了“Axis4”“ ”"); }
//方向圆盘: //这里开始区分了press检测与touch检测的不同之处,圆盘可以触摸,顾名思义,touch检测的是触摸,press检测的是按动<pre name="code" class="csharp"> //Axis0键 与圆盘有交互 与圆盘有关 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis0)) { Debug.Log("按下了“Axis0”“方向 ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis0)) { Debug.Log("用press按下了“Axis0”“方向 ”"); }
//Axis1键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis1)) { Debug.Log("按下了“Axis1”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis1)) { Debug.Log("用press按下了“Axis1”“ ”"); }
//Axis2键目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis2)) { Debug.Log("按下了“Axis2”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis2)) { Debug.Log("用press按下了“Axis2”“ ”"); }
//Axis3键 未目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis3)) { Debug.Log("按下了“Axis3”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis3)) { Debug.Log("用press按下了“Axis3”“ ”"); }
//Axis4键 目前未发现按键位置 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Axis4)) { Debug.Log("按下了“Axis4”“ ”"); } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Axis4)) { Debug.Log("用press按下了“Axis4”“ ”"); }
//ATouchpad键 圆盘交互 //触摸触发 if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad)) { Debug.Log("按下了“Touchpad”“ ”");
//方法返回一个坐标接触圆盘位置 Vector2 cc = device.GetAxis(); Debug.Log(cc); // 例子:圆盘分成上下左右 float jiaodu = VectorAngle(new Vector2(1, 0), cc); Debug.Log(jiaodu); //下 if (jiaodu > 45 && jiaodu < 135) { Debug.Log("下"); } //上 if (jiaodu < -45 && jiaodu > -135) { Debug.Log("上"); } //左 if ((jiaodu < 180 && jiaodu > 135) || (jiaodu < -135&& jiaodu > -180)) { Debug.Log("左"); } //右 if ((jiaodu > 0 && jiaodu < 45) || (jiaodu > -45&& jiaodu < 0)) { Debug.Log("右"); } } //按动触发 if (device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad)) { Debug.Log("用press按下了“Touchpad”“ ”"); }
} // Update is called once per frame void Update () {
} //方向圆盘最好配合这个使用圆盘的.GetAxis()会检测返回一个二位向量,可用角度划分圆盘按键数量 //这个函数输入两个二维向量会返回一个夹角 180 到 -180 float VectorAngle(Vector2 from, Vector2 to) { float angle; Vector3 cross = Vector3.Cross(from, to); angle = Vector2.Angle(from, to); return cross.z > 0 ? -angle : angle; } } |