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			49 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			49 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 Autohand.Demo;
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								using UnityEngine.InputSystem;
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								namespace Autohand.Demo {
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								    [HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/controller-input")]
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								    public class OpenXRHandPlayerControllerLink : MonoBehaviour{
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								        public AutoHandPlayer player;
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								        [Header("Input")]
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								        public InputActionProperty moveAxis;
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								        public InputActionProperty turnAxis;
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								        private void OnEnable() {
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								            if (moveAxis.action != null) moveAxis.action.Enable();
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								            if (moveAxis.action != null) moveAxis.action.performed += MoveAction;
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								            if (turnAxis.action != null) turnAxis.action.Enable();
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								            if (turnAxis.action != null) turnAxis.action.performed += TurnAction;
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								        }
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								        private void OnDisable() {
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								            if (moveAxis.action != null) moveAxis.action.performed -= MoveAction;
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								            if (turnAxis.action != null) turnAxis.action.performed -= TurnAction;
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								        }
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								        private void FixedUpdate() {
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								            player.Move(moveAxis.action.ReadValue<Vector2>());
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								            player.Turn(turnAxis.action.ReadValue<Vector2>().x);
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								        }
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								        private void Update(){
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								            player.Move(moveAxis.action.ReadValue<Vector2>());
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								            player.Turn(turnAxis.action.ReadValue<Vector2>().x);
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								        }
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								        void MoveAction(InputAction.CallbackContext a) {
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								            var axis = a.ReadValue<Vector2>();
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								            player.Move(axis);
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								        }
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								        void TurnAction(InputAction.CallbackContext a) {
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								            var axis = a.ReadValue<Vector2>();
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								            player.Turn(axis.x);
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								        }
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								    }
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								}
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