forked from BilalY/Rasagar
35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.Layouts;
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using UnityEngine.Scripting;
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namespace UnityEngine.InputSystem
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{
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/// <summary>
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/// An input device that has its orientation and position in space tracked.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.XR.XRController"/>
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/// <seealso cref="UnityEngine.InputSystem.XR.XRHMD"/>
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[InputControlLayout(displayName = "Tracked Device", isGenericTypeOfDevice = true)]
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public class TrackedDevice : InputDevice
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{
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[InputControl(synthetic = true)]
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public IntegerControl trackingState { get; protected set; }
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[InputControl(synthetic = true)]
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public ButtonControl isTracked { get; protected set; }
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[InputControl(noisy = true, dontReset = true)]
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public Vector3Control devicePosition { get; protected set; }
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[InputControl(noisy = true, dontReset = true)]
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public QuaternionControl deviceRotation { get; protected set; }
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protected override void FinishSetup()
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{
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base.FinishSetup();
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trackingState = GetChildControl<IntegerControl>("trackingState");
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isTracked = GetChildControl<ButtonControl>("isTracked");
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devicePosition = GetChildControl<Vector3Control>("devicePosition");
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deviceRotation = GetChildControl<QuaternionControl>("deviceRotation");
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}
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}
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}
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