Unity XR Interaction Toolkit设置或监听手柄按键事件(三)

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猴君
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文章目录


前言

官方文档Input System:链接: Input System
安装部分:链接: Unity XR Interaction Toolkit的安装(二)

一、XRI Default Input Actions

1.导入官方案例

需要导入官方案例:Starter Assets,方便学习
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2.设置控制器绑定,如手柄、主/辅助按钮、操纵杆等

1.要设置控制器绑定,如左右手 手柄、主/辅助按钮、操纵杆等,请双击:XRI Default Input Actions

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2.获取左手XY键事件(右手AB同理)

选择顺序 XR Controller–>XR Controller (RightHand)或者XR Controller(LeftHand)–>Usage
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二、按键对应名称

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三、代码示例

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代码如下(示例):

 using UnityEngine; using UnityEngine.InputSystem;  namespace TWQ {     public class MenuManage : MonoBehaviour     {         public InputActionReference MyLeftButton_X;         public InputActionReference MyLeftButton_Y;          public InputActionReference MyRightButton_X;         public InputActionReference MyRightButton_Y;          private void OnEnable()         {             SetupInteractorEvents();         }         private void OnDisable()         {             TeardownInteractorEvents();         }         void SetupInteractorEvents()         {             //左手             var MyLeftButton_X_Action = GetInputAction(MyLeftButton_X);             if (MyLeftButton_X_Action != null)             {                 MyLeftButton_X_Action.performed += OnMyLeftButton_X_Action;             }             var MyLeftButton_Y_Action = GetInputAction(MyLeftButton_Y);             if (MyLeftButton_Y_Action != null)             {                 MyLeftButton_Y_Action.performed += OnMyLeftButton_Y_Action;             }             //右手             var MyRightButton_X_Action = GetInputAction(MyRightButton_X);             if (MyRightButton_X_Action != null)             {                 MyRightButton_X_Action.performed += OnMyRightButton_X_Action;             }             var MyRightButton_Y_Action = GetInputAction(MyRightButton_Y);             if (MyRightButton_Y_Action != null)             {                 MyRightButton_Y_Action.performed += OnMyRightButton_Y_Action;             }          }         void TeardownInteractorEvents()         {             var MyLeftButton_X_Action = GetInputAction(MyLeftButton_X);             if (MyLeftButton_X_Action != null)             {                 MyLeftButton_X_Action.performed -= OnMyLeftButton_X_Action;             }             var MyLeftButton_Y_Action = GetInputAction(MyLeftButton_Y);             if (MyLeftButton_Y_Action != null)             {                 MyLeftButton_Y_Action.performed -= OnMyLeftButton_Y_Action;             }         }          /// <summary>         /// 左手X键         /// </summary>         /// <param name="context"></param>         private void OnMyLeftButton_X_Action(InputAction.CallbackContext context)         {             Debug.Log("按下左手X键--------------------");         }         /// <summary>         /// 左手Y键         /// </summary>         /// <param name="context"></param>         private void OnMyLeftButton_Y_Action(InputAction.CallbackContext context)         {             Debug.Log("按下左手Y键--------------------");         }           /// <summary>         /// 右手X键         /// </summary>         /// <param name="context"></param>         private void OnMyRightButton_X_Action(InputAction.CallbackContext context)         {             Debug.Log("按下右手A键--------------------");         }         /// <summary>         /// 右手Y键         /// </summary>         /// <param name="context"></param>         private void OnMyRightButton_Y_Action(InputAction.CallbackContext context)         {             Debug.Log("按下右手B键--------------------");         }          static InputAction GetInputAction(InputActionReference actionReference)         { #pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types             return actionReference != null ? actionReference.action : null; #pragma warning restore IDE0031         }     } } 

总结

好记性不如烂笔头

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