Replace UltimateXR with HurricaneVR
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using System;
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using UnityEngine;
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namespace HurricaneVR.Framework.Shared
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{
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[CreateAssetMenu(menuName = "HurricaneVR/Input Settings", fileName = "InputSettings")]
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public class HVRInputSettings : ScriptableObject
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{
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[Header("XR Input Settings (Oculus / WMR Plugins only) - SteamVR / OpenXR can ignore.")]
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public InputAxes JoystickAxis;
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public InputAxes TrackPadAxis;
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public HVRXRInputFeatures Primary = HVRXRInputFeatures.PrimaryButton;
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public HVRXRInputFeatures Secondary = HVRXRInputFeatures.SecondaryButton;
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public HVRXRInputFeatures Menu = HVRXRInputFeatures.MenuButton;
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public HVRXRInputFeatures PrimaryTouch = HVRXRInputFeatures.PrimaryTouch;
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public HVRXRInputFeatures SecondaryTouch = HVRXRInputFeatures.SecondaryTouch;
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public HVRXRInputFeatures JoystickButton = HVRXRInputFeatures.Primary2DAxisClick;
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public HVRXRInputFeatures TrackPadButton = HVRXRInputFeatures.Secondary2DAxisClick;
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public HVRXRInputFeatures JoystickTouch = HVRXRInputFeatures.Primary2DAxisTouch;
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public HVRXRInputFeatures TrackPadTouch = HVRXRInputFeatures.Secondary2DAxisTouch;
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[Header("Should Grip / Trigger use Analog checks or button presses from SteamVR / OpenXR")]
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[Tooltip("If true grip clicked will use the grip 0-1 analog value compared to the GripThreshold, otherwise the grip pressed SteamVR / OpenXR binding")]
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public bool GripUseAnalog = true;
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[Tooltip("If true trigger clicked check will use the trigger 0-1 analog value compared to the TriggerThreshold, otherwise the trigger pressed SteamVR / OpenXR binding will be used.")]
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public bool TriggerUseAnalog = true;
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[Header("Grip Analog Activation")]
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public float GripThreshold = .7f;
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[Tooltip("If false the Threshold only will be used to determine Trigger activation / deactivation")]
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public bool GripUseReleaseThreshold;
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[Tooltip("If lower than the Threshold, the value must fall below this value to activate. " +
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"When larger than the Threshold, the value must go above and then back below this value to deactivate.")]
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public float GripReleaseThreshold = .7f;
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[Tooltip("Only used when the release threshold is greater than the threshold, if true the value must drop below the Threshold before it can be considered active again" +
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"Otherwise going back over the Release Threshold will activate the button.")]
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public bool GripRequireReset;
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[Header("Trigger Analog Activation")]
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public float TriggerThreshold = .7f;
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[Tooltip("If false the Threshold only will be used to determine Trigger activation / deactivation")]
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public bool TriggerUseReleaseThreshold;
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[Tooltip("If lower than the Threshold, the value must fall below this value to activate. " +
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"When larger than the Threshold, the value must go above and then back below this value to deactivate.")]
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public float TriggerReleaseThreshold = .7f;
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[Tooltip("Only used when the release threshold is greater than the threshold, if true the value must drop below the Threshold before it can be considered active again" +
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"Otherwise going back over the Release Threshold will activate the button.")]
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public bool TriggerRequireReset;
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[Header("Track Pad Click Thresholds")]
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public float Axis2DUpThreshold = .7f;
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public float Axis2DDownThreshold = .7f;
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public float Axis2DLeftThreshold = .7f;
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public float Axis2DRighThreshold = .7f;
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}
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[Serializable]
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public enum InputAxes
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{
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None,
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Primary2DAxis = 1,
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Secondary2DAxis = 2,
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};
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}
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