Phillipes_Fablab/Assets/Oculus/Voice/Demo/Scripts/ButtonEventWatcher.cs
2023-01-09 11:46:20 +01:00

58 lines
1.8 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEngine.Events;
namespace Oculus.Voice.Demo
{
public class ButtonEventWatcher : MonoBehaviour
{
#if ENABLE_LEGACY_INPUT_MANAGER
// By default: uses space bar, oculus quest a button and oculus quest x button
[SerializeField] private KeyCode[] _keys = new KeyCode[] { KeyCode.Space, KeyCode.JoystickButton0, KeyCode.JoystickButton2 };
#endif
// Used for click or hold events
public UnityEvent OnButtonDown;
// Used for button up hold events
public UnityEvent OnButtonUp;
#if ENABLE_LEGACY_INPUT_MANAGER
// Update activation
void Update()
{
// Iterate keys
foreach (var key in _keys)
{
if (Input.GetKeyDown(key))
{
OnButtonDown?.Invoke();
}
else if (Input.GetKeyUp(key))
{
OnButtonUp?.Invoke();
}
}
}
#endif
}
}