UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.XR.Haptics;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.XR;
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namespace UnityEngine.InputSystem.XR
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{
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/// <summary>
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/// The base type of all XR head mounted displays. This can help organize shared behaviour across all HMDs.
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/// </summary>
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///
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/// <remarks>
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///
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/// To give your head tracking an extra update before rendering:
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/// First, enable before render updates on your Device.
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///
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/// // JSON
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/// {
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/// "name" : "MyHMD",
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/// "extend" : "HMD",
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/// "beforeRender" : "Update"
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/// }
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///
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/// Then, make sure you put extra `StateEvents` for your HMD on the queue right in time before rendering. Also, if your HMD is a combination of non-tracking and tracking controls, you can update just the tracking by sending a delta event instead of a full state event.
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///
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/// </remarks>
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[InputControlLayout(isGenericTypeOfDevice = true, displayName = "XR HMD", canRunInBackground = true)]
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public class XRHMD : TrackedDevice
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{
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/// <summary>
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/// Accessor for left eye position.
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/// </summary>
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[InputControl(noisy = true)]
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public Vector3Control leftEyePosition { get; protected set; }
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/// <summary>
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/// Accessor for left eye rotation.
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/// </summary>
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[InputControl(noisy = true)]
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public QuaternionControl leftEyeRotation { get; protected set; }
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/// <summary>
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/// Accessor for right eye position.
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/// </summary>
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[InputControl(noisy = true)]
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public Vector3Control rightEyePosition { get; protected set; }
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/// <summary>
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/// Accessor for right eye rotation.
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/// </summary>
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[InputControl(noisy = true)]
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public QuaternionControl rightEyeRotation { get; protected set; }
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/// <summary>
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/// Accessor for center eye position.
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/// </summary>
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[InputControl(noisy = true)]
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public Vector3Control centerEyePosition { get; protected set; }
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/// <summary>
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/// Accessor for center eye rotation.
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/// </summary>
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[InputControl(noisy = true)]
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public QuaternionControl centerEyeRotation { get; protected set; }
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/// <summary>
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/// Override for FinishSetup().
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/// </summary>
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protected override void FinishSetup()
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{
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base.FinishSetup();
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centerEyePosition = GetChildControl<Vector3Control>("centerEyePosition");
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centerEyeRotation = GetChildControl<QuaternionControl>("centerEyeRotation");
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leftEyePosition = GetChildControl<Vector3Control>("leftEyePosition");
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leftEyeRotation = GetChildControl<QuaternionControl>("leftEyeRotation");
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rightEyePosition = GetChildControl<Vector3Control>("rightEyePosition");
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rightEyeRotation = GetChildControl<QuaternionControl>("rightEyeRotation");
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}
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}
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/// <summary>
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/// The base type for all XR handed controllers.
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/// </summary>
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[InputControlLayout(commonUsages = new[] { "LeftHand", "RightHand" }, isGenericTypeOfDevice = true, displayName = "XR Controller")]
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public class XRController : TrackedDevice
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{
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/// <summary>
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/// A quick accessor for the currently active left handed device.
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/// </summary>
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/// <remarks>
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/// If there is no left hand connected, this will be null.
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/// This also matches any currently tracked device that contains the 'LeftHand' device usage.
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/// To set up an Action to specifically target
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/// the left-hand XR controller:
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/// var action = new InputAction(binding: "/<XRController>{leftHand}/position");
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/// To make the left-hand XR controller behave like the right-hand one
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/// var controller = XRController.leftHand;
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/// InputSystem.SetUsage(controller, CommonUsages.RightHand);
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/// </remarks>
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public static XRController leftHand => InputSystem.GetDevice<XRController>(CommonUsages.LeftHand);
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/// <summary>
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/// A quick accessor for the currently active right handed device. This is also tracked via usages on the device.
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/// </summary>
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/// <remarks>If there is no left hand connected, this will be null. This also matches any currently tracked device that contains the 'RightHand' device usage.</remarks>
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public static XRController rightHand => InputSystem.GetDevice<XRController>(CommonUsages.RightHand);
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/// <summary>
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/// Override for FinishSetup().
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/// </summary>
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protected override void FinishSetup()
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{
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base.FinishSetup();
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#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE)
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var capabilities = description.capabilities;
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var deviceDescriptor = XRDeviceDescriptor.FromJson(capabilities);
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if (deviceDescriptor != null)
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{
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if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Left) != 0)
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InputSystem.SetDeviceUsage(this, CommonUsages.LeftHand);
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else if ((deviceDescriptor.characteristics & InputDeviceCharacteristics.Right) != 0)
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InputSystem.SetDeviceUsage(this, CommonUsages.RightHand);
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}
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#endif
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}
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}
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/// <summary>
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/// Identifies a controller that is capable of rumble or haptics.
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/// </summary>
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public class XRControllerWithRumble : XRController
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{
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/// <summary>
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/// Sends an impulse command with the given amplitude and duration.
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/// </summary>
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/// <param name="amplitude"> Amplitude of the impulse.</param>
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/// <param name="duration"> Duration of the impulse.</param>
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public void SendImpulse(float amplitude, float duration)
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{
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var command = SendHapticImpulseCommand.Create(0, amplitude, duration);
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ExecuteCommand(ref command);
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}
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}
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}
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