using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HTC.UnityPlugin.Vive;
using UnityEngine.SceneManagement;
public class HandFunction : MonoBehaviour
{
public static HandFunction hand_function;
public GameObject RightRay;
public bool Ray_bool; //射线开关
public bool Ray_Canvas; //ui开关
private void Awake()
{
hand_function = this;
}
void Start()
{
RightRay.SetActive(false);
Ray_Canvas = false;
}
void Update()
{
PressMenuKey();
PressTriggerKey();
PressGripKey();
}
/// <summary>
/// 按下应用键
/// </summary>
void PressMenuKey()
{
if (ViveInput.GetPressDown(HandRole.RightHand, ControllerButton.Menu)/*|| ViveInput.GetPressDown(HandRole.LeftHand, ControllerButton.Menu)*/)
{
Ray_bool = !Ray_bool;
RightRay.SetActive(Ray_bool);
}
if (ViveInput.GetPressDown(HandRole.LeftHand,ControllerButton.Menu))
{
if (SceneVR.scene_vr.UiOpen==true)
{
Ray_Canvas = !Ray_Canvas;
SceneVR.scene_vr.UICanvasVR.SetActive(Ray_Canvas);
}
}
}
/// <summary>
/// 按下扳机键
/// </summary>
void PressTriggerKey()
{
if (ViveInput.GetPressDown(HandRole.RightHand, ControllerButton.Trigger)|| ViveInput.GetPressDown(HandRole.LeftHand, ControllerButton.Trigger))
{
SceneVR.scene_vr.IsRayOpenToolVR = true;
}
if (ViveInput.GetPressUp(HandRole.RightHand, ControllerButton.Trigger)|| ViveInput.GetPressUp(HandRole.LeftHand, ControllerButton.Trigger))
{
SceneVR.scene_vr.IsRayOpenToolVR = false;
}
}
/// <summary>
/// 按下圆盘键
/// </summary>
void PressPadKey()
{
if (ViveInput.GetPressDown(HandRole.RightHand, ControllerButton.Pad))
{
}
}
/// <summary>
/// 按下侧握键
/// </summary>
void PressGripKey()
{
if (ViveInput.GetPressDown(HandRole.LeftHand,ControllerButton.Grip))
{
SceneVR.scene_vr.Rerouting();
SceneVR.scene_vr.IsaniOpen();
SceneVR.scene_vr.IsAniOpen = false;
}
}
}