VR Interaction Framework
1.0
A vr framework for the Oculus Quest
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An example weapon script. More...
Public Member Functions | |
override void | OnTrigger (float triggerValue) |
Amount of Trigger being held down on the grabbed items controller. More... | |
void | Shoot () |
void | EjectCasing () |
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virtual void | OnGrab (Grabber grabber) |
Item has been grabbed by a Grabber More... | |
virtual void | OnRelease () |
Has been dropped from the Grabber More... | |
virtual void | OnBecomesClosestGrabbable (ControllerHand touchingHand) |
Called if this is the closest grabbable but wasn't in the previous frame More... | |
virtual void | OnNoLongerClosestGrabbable (ControllerHand touchingHand) |
No longer closest grabbable. More... | |
virtual void | OnBecomesClosestRemoteGrabbable (ControllerHand touchingHand) |
Fires if this is the closest remote grabbable but wasn't in the previous frame More... | |
virtual void | OnNoLongerClosestRemoteGrabbable (ControllerHand touchingHand) |
Fires if this was the closest remote grabbable last frame, but not this frame More... | |
virtual void | OnGrip (float gripValue) |
Amount of Grip (0-1). More... | |
virtual void | OnTriggerDown () |
Fires if trigger was pressed down on this controller this frame. More... | |
virtual void | OnTriggerUp () |
Fires if trigger was released on this controller this frame. More... | |
virtual void | OnButton1 () |
Button 1 is being held down this frame but not last Oculus : Button 1 = "A" if held in Right controller. More... | |
virtual void | OnButton1Down () |
Button 1 Pressed down this frame Oculus : Button 1 = "A" if held in Right controller. More... | |
virtual void | OnButton1Up () |
Button 1 Released this frame Oculus : Button 1 = "A" if held in Right controller. More... | |
virtual void | OnButton2 () |
Button 2 is being held down this frame but not last Oculus : Button 2 = "B" if held in Right controller. More... | |
virtual void | OnButton2Down () |
Button 2 Pressed down this frame Oculus : Button 2 = "B" if held in Right controller. More... | |
virtual void | OnButton2Up () |
Button 2 Released this frame Oculus : Button 2 = "B" if held in Right controller. More... | |
Public Attributes | |
float | MaxRange = 25f |
float | Damage = 25f |
FiringType | FiringMethod = FiringType.Semi |
float | FiringRate = 0.2f |
Ex : 0.2 = 5 Shots per second More... | |
Vector3 | RecoilForce = Vector3.zero |
How much force to apply to the tip of the barrel More... | |
LayerMask | ValidLayers |
Transform | TriggerTransform |
Transform | SlideTransform |
Transform | MuzzlePointTransform |
Transform | EjectPointTransform |
GameObject | MuzzleFlashObject |
GameObject | BulletPrefab |
GameObject | BulletCasingPrefab |
GameObject | ProjectilePrefab |
GameObject | HitFXPrefab |
AudioClip | GunShotSound |
AudioClip | EmptySound |
float | SlideDistance = -0.028f |
float | ShotForce = 10f |
float | slideSpeed = 50f |
float | minSlideDistance = 0.001f |
Additional Inherited Members | |
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Grabbable | grab |
Grabber | thisGrabber |
InputBridge | input |
An example weapon script.
A more configurable Raycast weapon will be available later.
void BNG.Pistol.EjectCasing | ( | ) |
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virtual |
Amount of Trigger being held down on the grabbed items controller.
Only fired if object is being held.
triggerValue | 0 - 1 Open / Closed |
Reimplemented from BNG.GrabbableEvents.
void BNG.Pistol.Shoot | ( | ) |
GameObject BNG.Pistol.BulletCasingPrefab |
GameObject BNG.Pistol.BulletPrefab |
float BNG.Pistol.Damage = 25f |
Transform BNG.Pistol.EjectPointTransform |
AudioClip BNG.Pistol.EmptySound |
FiringType BNG.Pistol.FiringMethod = FiringType.Semi |
float BNG.Pistol.FiringRate = 0.2f |
Ex : 0.2 = 5 Shots per second
AudioClip BNG.Pistol.GunShotSound |
GameObject BNG.Pistol.HitFXPrefab |
float BNG.Pistol.MaxRange = 25f |
float BNG.Pistol.minSlideDistance = 0.001f |
GameObject BNG.Pistol.MuzzleFlashObject |
Transform BNG.Pistol.MuzzlePointTransform |
GameObject BNG.Pistol.ProjectilePrefab |
Vector3 BNG.Pistol.RecoilForce = Vector3.zero |
How much force to apply to the tip of the barrel
float BNG.Pistol.ShotForce = 10f |
float BNG.Pistol.SlideDistance = -0.028f |
float BNG.Pistol.slideSpeed = 50f |
Transform BNG.Pistol.SlideTransform |
Transform BNG.Pistol.TriggerTransform |
LayerMask BNG.Pistol.ValidLayers |