usingSystem.Collections;
usingSystem.Collections.Generic;
usingUnityEngine;
///
///检测手柄功能的脚本,这个脚本挂载在手柄上(Controller(Left)/Controller(Right))
///
public class TrackedEvent:MonoBehaviour{
//手柄
SteamVR_TrackedObject trackedObject;
voidStart(){
//获得手柄上的脚本组件
trackedObject=this.GetComponent
}
voidUpdate(){//获取手柄输入
var device=SteamVR_Controller.Input((int)trackedObject.index);
//每一种按钮都有六个方法GetTouch,GetTouchDown,GetTouchUp,GetPress,GetPressDown,GetPressUp
if(device.GetTouch(SteamVR_Controller.ButtonMask.Trigger)){
//手柄震动反馈
device.TriggerHapticPulse();
//获取右手手柄
vardeviceIndex2=SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);
vardeviceRight=SteamVR_Controller.Input(deviceIndex2);
Debug.Log("轻触了扳机");
}
if(device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)){
}
if(device.GetPress(SteamVR_Controller.ButtonMask.Touchpad)){
}
//圆盘交互
if(device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad)){
Debug.Log("按下圆盘");
//获取按下圆盘的位置
Vector2p=device.GetAxis();
floatangle=VectorAngle(newVector2(1,0),p);
if(angle>45&&angle<135){
Debug.Log("上");
}
if(angle<-45&&angle>-135){
Debug.Log("下");
}
if(angle<180&&angle>135||angle<-135&&angle>-180){
Debug.Log("左");
}
if(angle<45&&angle>-45){
Debug.Log("右");
}
}
}
floatVectorAngle(Vector2first,Vector2second){
floatangle;
Vector3cross=Vector3.Cross(first,second);
angle=Vector2.Angle(first,second);
returncross.z>0?(-angle):angle;
}
usingSystem.Collections;
usingSystem.Collections.Generic;
usingUnityEngine;
publicclassCatchGameObject:MonoBehaviour{
//抓取到的物体
GameObjecttarget;
//得到当前手柄
SteamVR_TrackedObjecttrackedObject;
FixedJointm_joint;
voidStart(){
trackedObject=transform.parent.gameObject.GetComponent();
}
voidUpdate(){
vardevice=SteamVR_Controller.Input((int)trackedObject.index);
if(target!=null&&device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)){
target.transform.position=transform.position;
m_joint=target.AddComponent();//添加固定关节
m_joint.connectedBody=gameObject.GetComponent();
}
if(m_joint!=null&&device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)){
//获取关节上的物体
GameObjectm_object=m_joint.gameObject;
Rigidbodym_rigidbody=m_joint.GetComponent
DestroyImmediate(m_joint);
//模拟实现将物体真实抛出
//初速度
m_rigidbody.velocity=device.velocity;
m_rigidbody.angularVelocity=device.angularVelocity;
m_rigidbody.maxAngularVelocity=m_rigidbody.angularVelocity.magnitude;
}
}
voidOnTriggerStay(Collider other){
target=other.gameObject;
}
voidOnTriggerExit(Colliderother){
target=null;
}
}
}