HTCVIVE手柄振动

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 手柄控制器脚本
/// </summary>
/// 

public enum HandleControllerShakeType
{
    Defuse,             //不震动
    Trigger,            //扳机键
    Grip,               //抓取键
    Touch,              //圆盘触摸
    TouchPress,         //圆盘按下
}


public class HandleControllerScripts : MonoBehaviour
{

    //public static HandleControllerScripts ZhenDong;

    SteamVR_TrackedObject trackdeObject;            //控制器
    public HandleControllerShakeType ShakeType = HandleControllerShakeType.Defuse;
    public bool IsGetPress = false;         //判断手柄是不是按下

    internal bool GetPressDown(ulong trigger)
    {
        throw new NotImplementedException();
    }

    private void Awake()
    {
        trackdeObject = this.GetComponent<SteamVR_TrackedObject>();     //获取当前的控制器
    }

    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    private void FixedUpdate()
    {
        var device = SteamVR_Controller.Input((int)trackdeObject.index);        //获取设备指针,确定当前设备是左手还是右手

        switch (ShakeType)
        {
            case HandleControllerShakeType.Trigger:
                {
                    //==============扳机键======================
                    //按住扳机键
                    if (device.GetPress(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        //var deviceIndex_L = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);      //左手
                        //SteamVR_Controller.Input(deviceIndex_L).TriggerHapticPulse(500);

                        //var deviceIndex_R = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);     //右手
                        //SteamVR_Controller.Input(deviceIndex_R).TriggerHapticPulse(500);     //手柄震动

                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动

                        IsGetPress = true;      //手柄震动键按下
                    }
                    //按下扳机键
                    if (device.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //松开扳机键
                    if (device.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = false;      //手柄震动键松开
                    }
                }
                break;
            case HandleControllerShakeType.Touch:
                {
                    //==========圆盘键触摸===============
                    //按住圆盘
                    if (device.GetTouch(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(500);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //按下圆盘
                    if (device.GetTouchDown(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //松开圆盘
                    if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = false;      //手柄震动键松开
                    }
                }
                break;
            case HandleControllerShakeType.TouchPress:
                {
                    //==========圆盘键按下===============
                    //按住圆盘
                    if (device.GetPress(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(500);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //按下圆盘
                    if (device.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //松开圆盘
                    if (device.GetPressUp(SteamVR_Controller.ButtonMask.Touchpad))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = false;      //手柄震动键松开
                    }
                }
                break;
            case HandleControllerShakeType.Grip:
                {
                    //==========抓取键===============
                    //按住抓取键
                    if (device.GetPress(SteamVR_Controller.ButtonMask.Grip))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(500);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //按下抓取键
                    if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = true;      //手柄震动键按下
                    }
                    //松开抓取键
                    if (device.GetPressUp(SteamVR_Controller.ButtonMask.Grip))
                    {
                        SteamVR_Controller.Input((int)device.index).TriggerHapticPulse(3000);     //手柄震动
                        IsGetPress = false;      //手柄震动键松开
                    }
                }
                break;
            default:
                {
                }
                break;
        }

    }

}
 

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