9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
// ENABLE_VR is not defined on Game Core but the assembly is available with limited features when the XR module is enabled.
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#if UNITY_INPUT_SYSTEM_ENABLE_XR && (ENABLE_VR || UNITY_GAMECORE) || PACKAGE_DOCS_GENERATION
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using System.Runtime.InteropServices;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.XR.Haptics
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{
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public struct HapticState
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{
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public HapticState(uint samplesQueued, uint samplesAvailable)
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{
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this.samplesQueued = samplesQueued;
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this.samplesAvailable = samplesAvailable;
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}
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public uint samplesQueued { get; private set; }
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public uint samplesAvailable { get; private set; }
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}
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[StructLayout(LayoutKind.Explicit, Size = kSize)]
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public struct GetCurrentHapticStateCommand : IInputDeviceCommandInfo
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{
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static FourCC Type => new FourCC('X', 'H', 'S', '0');
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const int kSize = InputDeviceCommand.kBaseCommandSize + (sizeof(uint) * 2);
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public FourCC typeStatic => Type;
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[FieldOffset(0)]
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InputDeviceCommand baseCommand;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize)]
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public uint samplesQueued;
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[FieldOffset(InputDeviceCommand.kBaseCommandSize + sizeof(int))]
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public uint samplesAvailable;
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public HapticState currentState => new HapticState(samplesQueued, samplesAvailable);
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public static GetCurrentHapticStateCommand Create()
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{
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return new GetCurrentHapticStateCommand
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{
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baseCommand = new InputDeviceCommand(Type, kSize),
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};
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}
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}
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}
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#endif
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