Pico Neo4、Neo3开发手柄的使用交互监听

```

复制代码
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;

public class InputEvent : MonoSingleton<InputEvent>
{
    //*************输入设别**************************
    InputDevice leftHandController;
    InputDevice rightHandController;
    InputDevice headController;

    //**************对外提供公开事件******************
    #region public event

    public Action onLeftTriggerEnter;
    public Action onLeftTriggerDown;
    public Action onLeftTriggerUp;

    public Action onRightTriggerEnter;
    public Action onRightTriggerDown;
    public Action onRightTriggerUp;

    public Action onLeftGripEnter;
    public Action onLeftGripDown;
    public Action onLeftGripUp;

    public Action onRightGripEnter;
    public Action onRightGripDown;
    public Action onRightGripUp;

    public Action onLeftAppButtonEnter;
    public Action onLeftAppButtonDown;
    public Action onLeftAppButtonUp;

    public Action onRightAppButtonEnter;
    public Action onRightAppButtonDown;
    public Action onRightAppButtonUp;

    public Action onLeftJoyStickEnter;
    public Action onLeftJoyStickDown;
    public Action onLeftJoyStickUp;

    public Action onRightJoyStickEnter;
    public Action onRightJoyStickDown;
    public Action onRightJoyStickUp;

    public Action<Vector2> onLeftJoyStickMove;
    public Action<Vector2> onRightJoyStickMove;

    public Action onLeftAXButtonEnter;
    public Action onLeftAXButtonDown;
    public Action onLeftAXButtonUp;

    public Action onLeftBYButtonEnter;
    public Action onLeftBYButtonDown;
    public Action onLeftBYButonUp;

    public Action onRightAXButtonEnter;
    public Action onRightAXButtonDown;
    public Action onRightAXButtonUp;

    public Action onRightBYButtonEnter;
    public Action onRightBYButtonDown;
    public Action onRightBYButtonUp;

    #endregion

    //提供状态字典独立记录各个feature的状态
    Dictionary<string, bool> stateDic;

    //单例模式提供的初始化函数
    protected override void Init()
    {
        base.Init();
        leftHandController = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
        rightHandController = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
        headController = InputDevices.GetDeviceAtXRNode(XRNode.Head);
        stateDic = new Dictionary<string, bool>();

    }
    //*******************事件源的触发**************************

    /// <summary>
    /// 按钮事件源触发模板
    /// </summary>
    /// <param name="device">设备</param>
    /// <param name="usage">功能特征</param>
    /// <param name="btnEnter">开始按下按钮事件</param>
    /// <param name="btnDown">按下按钮事件</param>
    /// <param name="btnUp">抬起按钮事件</param>
    private void ButtonDispatchModel(InputDevice device,InputFeatureUsage<bool> usage,Action btnEnter,Action btnDown,Action btnUp)
    {
//        Debug.Log("usage:" + usage.name);
        //为首次执行的feature添加bool状态 -- 用以判断Enter和Up状态
        string featureKey = device.name + usage.name;
        if(!stateDic.ContainsKey(featureKey))
        {
            stateDic.Add(featureKey, false);
        }

        bool isDown;
        if(device.TryGetFeatureValue(usage,out isDown) && isDown)
        {
            if(!stateDic[featureKey])
            {
                stateDic[featureKey] = true;
                if(btnEnter != null)
                    btnEnter();
            }
            if(btnDown!=null)
                btnDown();
        }
        else
        {
            if(stateDic[featureKey])
            {
                if(btnUp!=null)
                    btnUp();
                stateDic[featureKey] = false;
            }
        }
    }

    /// <summary>
    /// 摇杆事件源触发模板
    /// </summary>
    /// <param name="device">设备</param>
    /// <param name="usage">功能特征</param>
    /// <param name="joyStickMove">移动摇杆事件</param>
    private void JoyStickDispatchModel(InputDevice device,InputFeatureUsage<Vector2> usage,Action<Vector2> joyStickMove)
    {
        Vector2 axis;
        if (device.TryGetFeatureValue(usage, out axis) && !axis.Equals(Vector2.zero))
        {
            if(joyStickMove!=null)
                joyStickMove(axis);
        }
    }    

    //******************每帧轮询监听事件***********************
    private void Update()
    {
        ButtonDispatchModel(leftHandController, CommonUsages.triggerButton, onLeftTriggerEnter, onLeftTriggerDown, onLeftTriggerUp);
        ButtonDispatchModel(rightHandController, CommonUsages.triggerButton, onRightTriggerEnter, onRightTriggerDown, onRightTriggerUp);

        ButtonDispatchModel(leftHandController, CommonUsages.gripButton, onLeftGripEnter, onLeftGripDown, onLeftGripUp);
        ButtonDispatchModel(rightHandController, CommonUsages.gripButton, onRightGripEnter, onRightGripDown, onRightGripUp);

        ButtonDispatchModel(leftHandController, CommonUsages.primaryButton, onLeftAXButtonEnter, onLeftAXButtonDown, onLeftAXButtonUp);
        ButtonDispatchModel(rightHandController, CommonUsages.primaryButton, onRightAXButtonEnter, onRightAXButtonDown, onRightAXButtonUp);

        ButtonDispatchModel(leftHandController, CommonUsages.secondaryButton, onLeftBYButtonEnter, onLeftBYButtonDown, onLeftBYButonUp);
        ButtonDispatchModel(rightHandController, CommonUsages.secondaryButton, onRightBYButtonEnter, onRightBYButtonDown, onRightBYButtonUp);

        ButtonDispatchModel(leftHandController, CommonUsages.primary2DAxisClick, onLeftJoyStickEnter, onLeftJoyStickDown, onLeftJoyStickUp);
        ButtonDispatchModel(rightHandController, CommonUsages.primary2DAxisClick, onRightJoyStickEnter, onRightJoyStickDown, onRightJoyStickUp);

        ButtonDispatchModel(leftHandController, CommonUsages.menuButton, onLeftAppButtonEnter, onLeftAppButtonDown, onLeftAppButtonUp);
        ButtonDispatchModel(rightHandController, CommonUsages.menuButton, onRightAppButtonEnter, onRightAppButtonDown,onRightAppButtonUp);
        
        ButtonDispatchModel(leftHandController, CommonUsages.menuButton, onLeftAppButtonEnter, onLeftAppButtonDown, onLeftAppButtonUp);
        ButtonDispatchModel(rightHandController, CommonUsages.menuButton, onRightAppButtonEnter, onRightAppButtonDown,onRightAppButtonUp);
        

        JoyStickDispatchModel(leftHandController, CommonUsages.primary2DAxis, onLeftJoyStickMove);
        JoyStickDispatchModel(rightHandController, CommonUsages.primary2DAxis, onRightJoyStickMove);
    }
}

```

使用方式:

复制代码
//注册事件
```
private void OnEnable()
{
        InputEvent.Instance.onLeftAppButtonUp+= App;
        InputEvent.Instance.onRightAppButtonUp += App;
}
复制代码
private void App()
{
 Debug.Log("点击了一次App按键");
}
复制代码
//电脑端模拟
复制代码
public virtual void Update()
{
if(  Input.GetKeyDown(KeyCode.End) ||
    Input.GetKeyDown(KeyCode.Escape))
{
    App();
}
}
复制代码
 /*Home默认的功能就是*/
     private void Exit()
    {
#if UNITY_EDITOR
        EditorApplication.isPlaying = false;
#else
        Application.Quit();
#endif
    }
复制代码
private void OnDestroy()
{//注销事件
    InputEvent.Instance.onLeftAppButtonUp -= App;
    InputEvent.Instance.onRightAppButtonUp -= App;
复制代码
 /*
     Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)
    The following scene GameObjects were found:
    Singleton of InputEvent
    */
    //出现这种原因一般是我们在OnDestroy里边访问了这个单例。结束运行的时候这个单例实例已经变成了“null”。你在调用它的时候又产生了一个新的实例才会报这个错误。TODO:请去修改单例脚本
   /* InputEvent.Instance.onLeftTriggerEnter -= Test;
    InputEvent.Instance.onLeftAppButtonEnter -= App;
    InputEvent.Instance.onRightTriggerEnter -= Test;
    InputEvent.Instance.onRightAppButtonEnter -= App;
*/
复制代码
}
复制代码
```
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