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@cabbibo
Last active March 19, 2020 02:44
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class DebugInputs : MonoBehaviour {
private List<InputDevice> devicesWithTrigger;
private void Awake()
{
devicesWithTrigger = new List<InputDevice>();
}
void OnEnable()
{
List<InputDevice> allDevices = new List<InputDevice>();
InputDevices.GetDevices(allDevices);
foreach(InputDevice device in allDevices)
InputDevices_deviceConnected(device);
InputDevices.deviceConnected += InputDevices_deviceConnected;
InputDevices.deviceDisconnected += InputDevices_deviceDisconnected;
}
private void OnDisable()
{
InputDevices.deviceConnected -= InputDevices_deviceConnected;
InputDevices.deviceDisconnected -= InputDevices_deviceDisconnected;
devicesWithTrigger.Clear();
}
private void InputDevices_deviceConnected(InputDevice device)
{
float discardedValue;
if (device.TryGetFeatureValue(CommonUsages.trigger, out discardedValue))
{
devicesWithTrigger.Add(device); // Add any devices that have a primary button.
}
}
private void InputDevices_deviceDisconnected(InputDevice device)
{
if (devicesWithTrigger.Contains(device))
devicesWithTrigger.Remove(device);
}
public void Update(){
// Update the model to have the latest input values
GetInputAxis();
}
public void GetInputAxis(){
foreach (var device in devicesWithTrigger)
{
print( "getting it");
if( device.role == UnityEngine.XR.InputDeviceRole.LeftHanded){
float lt;
device.TryGetFeatureValue(CommonUsages.trigger, out lt); // did get a value
print( lt );
}
if( device.role == UnityEngine.XR.InputDeviceRole.RightHanded){
float rt;
device.TryGetFeatureValue(CommonUsages.trigger, out rt); // did get a value
print( rt );
}
}
}
}
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