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			47 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			47 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
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											1 year ago
										 
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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								using UnityEngine.InputSystem;
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								namespace Autohand.Demo{
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								    public class OpenXRAutoHandFingerBender : MonoBehaviour{
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								        public Hand hand;
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								        public InputActionProperty bendAction;
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								        public InputActionProperty unbendAction;
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								        [HideInInspector]
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								        public float[] bendOffsets;
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								        bool pressed;
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								        private void OnEnable() {
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								            if (bendAction.action != null) bendAction.action.Enable();
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								            if (bendAction.action != null) bendAction.action.performed += BendAction;
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								            if (unbendAction.action != null) unbendAction.action.Enable();
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								            if (unbendAction.action != null) unbendAction.action.performed += UnbendAction;
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								        }
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								        private void OnDisable(){
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								            if (bendAction.action != null) bendAction.action.performed -= BendAction;
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								            if (unbendAction.action != null) unbendAction.action.performed -= UnbendAction;
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								        }
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								        void BendAction(InputAction.CallbackContext a) {
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								            if (!pressed) {
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								                pressed = true;
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								                for(int i = 0; i < hand.fingers.Length; i++) {
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								                    hand.fingers[i].bendOffset += bendOffsets[i];
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								                }
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								            }
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								        }
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								        void UnbendAction(InputAction.CallbackContext a) {
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								            if (pressed) {
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								                pressed = false;
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								                for(int i = 0; i < hand.fingers.Length; i++) {
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								                    hand.fingers[i].bendOffset -= bendOffsets[i];
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								                }
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								            }
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								        }
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								    }
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								}
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