1 using System.Collections;
2 using System.Collections.Generic;
5 using AVR.UEditor.Core;
7 namespace AVR.UEditor.Phys
11 protected override string moduleName =>
"GrabProvider";
13 protected override DDChoice[] options =>
new[] {
14 new DDChoice(
"Basic",
"/editor/defaultPrefabPaths/basicGrabProvider", (p) => p.GetType() == typeof(AVR.Phys.AVR_BasicGrabProvider)),
15 new DDChoice(
"Offset",
"/editor/defaultPrefabPaths/offsetGrabProvider", (p) => p.GetType() == typeof(AVR.Phys.AVR_OffsetGrabProvider)),
16 new DDChoice(
"Advanced-Offset",
"/editor/defaultPrefabPaths/advancedOffsetGrabProvider", (p) => p.GetType() == typeof(AVR.Phys.AVR_AdvancedOffsetGrabProvider))
19 protected override string[] dependencies =>
new string[] {
"InputManager" };
24 private bool is_right_hand =
false;
26 protected override string moduleName =>
"HandInteractor";
28 protected override string prefabPathSettingsToken => is_right_hand ?
"/editor/defaultPrefabPaths/rightHandInteractor" :
"/editor/defaultPrefabPaths/leftHandInteractor";
30 public override void on_submit(GameObject targetObject)
33 is_right_hand = targetObject.GetComponent<
AVR.Core.AVR_Controller>().controllerNode == UnityEngine.XR.XRNode.RightHand;
34 }
catch (System.Exception) { }
35 base.on_submit(targetObject);
38 protected override string[] dependencies =>
new string[] {
"InputManager" };
Represents a VR controller. Provides functionality for spacial tracking and haptic feedback...
override void on_submit(GameObject targetObject)