Update XR Hands, add custom gesture, add feature to skip intro in 1.0 SBB

This commit is contained in:
Nadine Ganz 2025-03-27 14:40:43 +01:00
parent bda97c2583
commit 171763e3ba
198 changed files with 504586 additions and 2926 deletions

View File

@ -39,6 +39,22 @@ Tree("10_SBB_Zugabteil_Intro") {
Composite(Selector) {
Composite(Sequence) {
BTC.NoStoriesVisited()
Composite(Race) {
Composite(Sequence) {
BTC.Run("NamedEventTrigger.HANDMENU.SkipChapterButton")
Composite(Marathon) {
BTC.Hide("Depthkit.VIDEOS.Exposition4Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition0Zugabte")
}
}
Composite(Sequence) {
BTC.Show("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition0Zugabte")
@ -87,6 +103,8 @@ Tree("10_SBB_Zugabteil_Intro") {
BTC.Hide("Depthkit.VIDEOS.Exposition4Zugabte")
//BTC.Run("AudioSource.AUDIO.Exposition5Zugabte")
}
}
RunTree("10_SBB_Zugabteil_Szenenwahl_Selection")
}

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@ -71,7 +71,6 @@ public class NamedStereoscopicSlideshow : ComponentHandler {
break;
case NodeState.Aborting:
photoTransition.Reset();
_timeLeft = totalTime;
break;
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using System.Collections.Generic;
using UnityEngine.XR.Hands.Gestures;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for finger state values by setting that values in each <see cref="XRFingerStateDebugUI"/>.
/// </summary>
public class XRAllFingerShapesDebugUI : MonoBehaviour
{
[SerializeField]
[Tooltip("The handedness to get the finger states for.")]
Handedness m_Handedness;
[SerializeField]
[Tooltip("The five debugs graphs for each finger in the order of Thumb to Little.")]
XRFingerShapeDebugUI[] m_XRFingerShapeDebugGraphs = new XRFingerShapeDebugUI[5];
XRFingerShape[] m_XRFingerShapes;
static List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
/// <summary>
/// The graphs for each finger, indexed by <see cref="XRHandFingerID"/>.
/// </summary>
public XRFingerShapeDebugUI[] xrFingerShapeDebugGraphs => m_XRFingerShapeDebugGraphs;
void Start()
{
if (m_Handedness == Handedness.Invalid)
{
Debug.LogWarning($"The Handedness property of { GetType() } is set to Invalid and will default to Right.", this);
m_Handedness = Handedness.Right;
}
m_XRFingerShapes = new XRFingerShape[(int)XRHandFingerID.Little - (int)XRHandFingerID.Thumb + 1];
UpdateFingerNames();
}
void UpdateFingerNames()
{
for (var i = 0; i < m_XRFingerShapeDebugGraphs.Length; i++)
m_XRFingerShapeDebugGraphs[i].SetFingerName(((XRHandFingerID)i).ToString());
}
void Update()
{
var subsystem = TryGetSubsystem();
if (subsystem == null)
return;
var hand = m_Handedness == Handedness.Left ? subsystem.leftHand : subsystem.rightHand;
for (var fingerIndex = (int)XRHandFingerID.Thumb;
fingerIndex <= (int)XRHandFingerID.Little;
++fingerIndex)
{
m_XRFingerShapes[fingerIndex] = hand.CalculateFingerShape(
(XRHandFingerID)fingerIndex, XRFingerShapeTypes.All);
UpdateFingerShapeUIs(fingerIndex);
}
}
void UpdateFingerShapeUIs(int fingerIndex)
{
var graph = m_XRFingerShapeDebugGraphs[fingerIndex];
var shapes = m_XRFingerShapes[fingerIndex];
for (var i = 0; i < m_XRFingerShapeDebugGraphs.Length; i++)
{
if (shapes.TryGetFullCurl(out var fullCurl))
graph.SetFingerShape((int)XRFingerShapeType.FullCurl, fullCurl);
else
graph.HideFingerShape((int)XRFingerShapeType.FullCurl);
if (shapes.TryGetBaseCurl(out var baseCurl))
graph.SetFingerShape((int)XRFingerShapeType.BaseCurl, baseCurl);
else
graph.HideFingerShape((int)XRFingerShapeType.BaseCurl);
if (shapes.TryGetTipCurl(out var tipCurl))
graph.SetFingerShape((int)XRFingerShapeType.TipCurl, tipCurl);
else
graph.HideFingerShape((int)XRFingerShapeType.TipCurl);
if (shapes.TryGetPinch(out var pinch))
graph.SetFingerShape((int)XRFingerShapeType.Pinch, pinch);
else
graph.HideFingerShape((int)XRFingerShapeType.Pinch);
if (shapes.TryGetSpread(out var spread))
graph.SetFingerShape((int)XRFingerShapeType.Spread, spread);
else
graph.HideFingerShape((int)XRFingerShapeType.Spread);
}
}
static XRHandSubsystem TryGetSubsystem()
{
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
return s_SubsystemsReuse.Count > 0 ? s_SubsystemsReuse[0] : null;
}
}
}

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using System;
using TMPro;
using UnityEngine.UI;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for a single <see cref="XRFingerState"/> that shows the value and optionally a target
/// and range on the UI controlled.
/// </summary>
public class XRFingerShapeDebugBar : MonoBehaviour
{
const string k_InRangeText = "In range";
const string k_OutOfRangeText = "Out of range";
const string k_NoTargetSetText = "No Target Set";
[SerializeField]
[Tooltip("The container that determines the width of the max length bar, and holds the target and range indicators.")]
RectTransform m_BarContainer;
[SerializeField]
[Tooltip("The bar that displays the value by being scaled in its local x axis from 0 to 1.")]
Transform m_ValueBar;
[SerializeField]
[Tooltip("The target indicator that displays the target value by being positioned in its anchored x position from 0 to the bar container width.")]
RectTransform m_TargetIndicator;
[SerializeField]
[Tooltip("The range indicator that displays the upper range by being positioned in its anchored x position from the range center and with the width of the range, proportional to the bar container.")]
RectTransform m_UpperRangeIndicator;
[SerializeField]
[Tooltip("The range indicator that displays the lower range by being positioned in its anchored x position from the range center and with the width of the range, proportional to the bar container.")]
RectTransform m_LowerRangeIndicator;
[SerializeField]
[Tooltip("The Image component that displays the upper range")]
Image m_UpperRangeImage;
[SerializeField]
[Tooltip("The Image component that displays the lower range")]
Image m_LowerRangeImage;
[SerializeField]
TextMeshProUGUI m_RangeStatusText;
[SerializeField]
[Tooltip("The Image component that displays the cross icon, denoting that input is within range for a detected gesture")]
Image m_CheckmarkImage;
[SerializeField]
[Tooltip("The Image component that displays the cross icon, denoting that input is out of range for a detected gesture")]
Image m_CrossImage;
Color m_InRangeColor = Color.green;
Color m_OutOfRangeColor = Color.red;
Color m_NoSetTargetColor = new Color(0f, 0.627451f, 1f);
float m_RangeRectHeight;
Color m_RangeActiveColor;
Color m_RangeDeactivatedColor;
float m_TargetAmount;
float m_UpperToleranceAmount;
float m_LowerToleranceAmount;
bool m_NoFingerShapeCondition;
/// <summary>
/// The container that determines the width of the max length bar, and holds the target and range indicators.
/// </summary>
public RectTransform barContainer
{
get => m_BarContainer;
set => m_BarContainer = value;
}
/// <summary>
/// The bar that displays the value by being scaled in its local x axis from <c>0</c> to <c>1</c>.
/// </summary>
public Transform valueBar
{
get => m_ValueBar;
set => m_ValueBar = value;
}
/// <summary>
/// The <see cref="RectTransform"/> that displays the target value by being positioned in its anchored x
/// position from <c>0</c> to the <see cref="barContainer"/> width.
/// </summary>
public RectTransform targetIndicator
{
get => m_TargetIndicator;
set => m_TargetIndicator = value;
}
/// <summary>
/// The <see cref="RectTransform"/> that displays the upper range by being positioned in its anchored x position from
/// the range center and with the width of the range, proportional to the <see cref="barContainer"/>.
/// </summary>
public RectTransform upperRangeIndicator
{
get => m_UpperRangeIndicator;
set => m_UpperRangeIndicator = value;
}
/// <summary>
/// The <see cref="RectTransform"/> that displays the lower range by being positioned in its anchored x position from
/// the range center and with the width of the range, proportional to the <see cref="barContainer"/>.
/// </summary>
public RectTransform lowerRangeIndicator
{
get => m_LowerRangeIndicator;
set => m_LowerRangeIndicator = value;
}
/// <summary>
/// The Image component that displays the upper range
/// </summary>
public Image upperRangeImage
{
get => m_UpperRangeImage;
set => m_UpperRangeImage = value;
}
/// <summary>
/// The Image component that displays the lower range
/// </summary>
public Image lowerRangeImage
{
get => m_LowerRangeImage;
set => m_LowerRangeImage = value;
}
/// <summary>
/// The text component that displays the status of a tracked fingerstate being within a target range
/// </summary>
public TextMeshProUGUI rangeStatusText
{
get => m_RangeStatusText;
set => m_RangeStatusText = value;
}
/// <summary>
/// The Image component that displays the checkmark image when within the valid range
/// </summary>
public Image checkmarkImage
{
get => m_CheckmarkImage;
set => m_CheckmarkImage = value;
}
/// <summary>
/// The Image component that displays the cross-image when outside of the valid range
/// </summary>
public Image crossImage
{
get => m_CrossImage;
set => m_CrossImage = value;
}
/// <summary>
/// Change the appearance of the bar based on a handshape being detected
/// </summary>
public bool fingerShapeDetected
{
set
{
m_UpperRangeImage.color = value ? m_RangeActiveColor : m_RangeDeactivatedColor;
m_LowerRangeImage.color = m_UpperRangeImage.color;
var currentValue = m_ValueBar.localScale.x;
var withinToleranceRange =
(m_TargetAmount + m_UpperToleranceAmount) > currentValue &&
(m_TargetAmount - m_LowerToleranceAmount) < currentValue;
var positionIndent = m_RangeStatusText.transform.localPosition;
if (value)
{
positionIndent.x = 226f;
if (withinToleranceRange)
{
m_RangeStatusText.color = m_InRangeColor;
m_RangeStatusText.text = k_InRangeText;
m_UpperRangeImage.color = m_InRangeColor;
m_LowerRangeImage.color = m_InRangeColor;
m_CheckmarkImage.enabled = true;
m_CrossImage.enabled = false;
}
else
{
m_RangeStatusText.color = m_OutOfRangeColor;
m_RangeStatusText.text = k_OutOfRangeText;
m_UpperRangeImage.color = m_OutOfRangeColor;
m_LowerRangeImage.color = m_OutOfRangeColor;
m_CheckmarkImage.enabled = false;
m_CrossImage.enabled = true;
}
}
else
{
positionIndent.x = 210f;
if (m_NoFingerShapeCondition)
{
m_RangeStatusText.text = k_NoTargetSetText;
m_RangeStatusText.color = m_NoSetTargetColor;
m_CheckmarkImage.enabled = false;
m_CrossImage.enabled = false;
}
}
m_RangeStatusText.transform.localPosition = positionIndent;
}
}
void Awake()
{
m_RangeRectHeight = m_UpperRangeIndicator.rect.height;
m_RangeActiveColor = m_UpperRangeImage.color;
m_RangeDeactivatedColor = new Color(m_RangeActiveColor.r, m_RangeActiveColor.g, m_RangeActiveColor.b, 0.35f);
fingerShapeDetected = false;
m_CheckmarkImage.enabled = false;
m_CrossImage.enabled = false;
}
/// <summary>
/// Set the value to display on the bar. This scales the <see cref="valueBar"/> in the X direction.
/// </summary>
/// <param name="value">The normalized value to display on the bar.</param>
public void SetValue(float value) => m_ValueBar.localScale = new Vector3(value, 1f, 1f);
/// <summary>
/// Hide the value display for the bar.
/// </summary>
public void HideValue() => SetValue(0f);
/// <summary>
/// Set the target value and tolerance to display on the bar. The tolerance is converted to a range that centers
/// on the target and extends out in both directions by the tolerance.
/// </summary>
/// <param name="target">The normalized target value.</param>
/// <param name="upperTolerance">The upper tolerance to show around the target value.</param>
/// <param name="lowerTolerance">The lower tolerance to show around the target value.</param>
public void SetTargetAndTolerances(float target, float upperTolerance, float lowerTolerance)
{
m_TargetAmount = target;
m_UpperToleranceAmount = upperTolerance;
m_LowerToleranceAmount = lowerTolerance;
m_TargetIndicator.gameObject.SetActive(true);
m_UpperRangeIndicator.gameObject.SetActive(true);
m_LowerRangeIndicator.gameObject.SetActive(true);
var containerWidth = m_BarContainer.rect.width;
m_TargetIndicator.anchoredPosition = new Vector3(target * containerWidth, 0f, 0f);
m_UpperRangeIndicator.anchoredPosition = new Vector2(target * containerWidth, 0f);
m_UpperRangeIndicator.sizeDelta = new Vector2(upperTolerance * containerWidth, m_RangeRectHeight);
m_LowerRangeIndicator.anchoredPosition = new Vector2(target * containerWidth - 100f, 0f);
m_LowerRangeIndicator.sizeDelta = new Vector2(lowerTolerance * containerWidth, m_RangeRectHeight);
fingerShapeDetected = true;
}
/// <summary>
/// Hide the target and tolerance range for the bar.
/// </summary>
public void HideTargetAndTolerance()
{
m_NoFingerShapeCondition = true;
m_TargetIndicator.gameObject.SetActive(false);
m_UpperRangeIndicator.gameObject.SetActive(false);
m_LowerRangeIndicator.gameObject.SetActive(false);
m_RangeStatusText.text = k_NoTargetSetText;
m_RangeStatusText.color = m_NoSetTargetColor;
}
}
}

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using System.Collections.Generic;
using TMPro;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for bar states by scaling bars.
/// </summary>
public class XRFingerShapeDebugUI : MonoBehaviour
{
[SerializeField]
[Tooltip("The list of 5 bars to display the finger state values.")]
List<XRFingerShapeDebugBar> m_Bars = new List<XRFingerShapeDebugBar>();
[SerializeField]
[Tooltip("The label that will be used to display the name of the finger.")]
TextMeshProUGUI m_FingerNameLabel;
/// <summary>
/// The list of 5 bars to display the finger state values
/// </summary>
public List<XRFingerShapeDebugBar> bars
{
get => m_Bars;
set => m_Bars = value;
}
/// <summary>
/// Set the value of a particular bar.
/// </summary>
/// <param name="barIndex">The bar that has the given state value.</param>
/// <param name="value">The value for the given bar.</param>
public void SetFingerShape(int barIndex, float value)
{
value = Mathf.Clamp(value, 0f, 1f);
m_Bars[barIndex].SetValue(value);
}
/// <summary>
/// Hides the bar for the given bar.
/// </summary>
/// <param name="barIndex">The bar that should have its bar hidden.</param>
public void HideFingerShape(int barIndex) => m_Bars[barIndex].HideValue();
/// <summary>
/// Set the name of the finger for this finger state debug UI.
/// </summary>
/// <param name="fingerName">The string to put on the label.</param>
public void SetFingerName(string fingerName)
{
if (m_FingerNameLabel != null)
m_FingerNameLabel.text = fingerName;
}
}
}

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using System.Collections.Generic;
using TMPro;
using UnityEngine.XR.Hands.Gestures;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for <see cref="XRHandShape"/> that shows the target and tolerances on the UI controlled
/// by a <see cref="XRAllFingerStatesDebugUI"/>.
/// </summary>
public class XRHandShapeDebugUI : MonoBehaviour
{
[SerializeField]
[Tooltip("The debug UI that will be used to display the finger states.")]
XRAllFingerShapesDebugUI m_XRAllFingerShapesDebugUI;
[SerializeField]
[Tooltip("The hand shape or pose that must be detected for the gesture to be performed.")]
ScriptableObject m_HandShapeOrPose;
[SerializeField]
TextMeshProUGUI SelectedHandShapeName;
[SerializeField]
XRSelectedHandShapeDebugUI m_XRSelectedHandShapeDebugUI;
XRHandShape m_HandShape;
bool m_HandShapeDetected;
readonly List<XRFingerShapeDebugBar> k_ReusableBarsToHide = new List<XRFingerShapeDebugBar>();
readonly List<XRFingerShapeDebugBar> k_Bars = new List<XRFingerShapeDebugBar>();
/// <summary>
/// The hand shape that will be displayed in the debug UI.
/// </summary>
public ScriptableObject handShapeOrPose
{
get => m_HandShape;
set
{
var handPose = value as XRHandPose;
m_HandShape = handPose != null ? handPose.handShape : value as XRHandShape;
m_HandShapeDetected = m_HandShape != null;
foreach (var bar in k_Bars)
bar.fingerShapeDetected = m_HandShapeDetected;
if (m_HandShapeDetected)
{
// Hide previously enabled bars
foreach (var bar in k_Bars)
bar.HideTargetAndTolerance();
}
}
}
void Awake()
{
m_HandShape = (XRHandShape)m_HandShapeOrPose;
if (m_HandShape == null)
{
XRHandPose poseCastTest = (XRHandPose)m_HandShapeOrPose;
if (poseCastTest != null)
m_HandShape = poseCastTest.handShape;
}
m_HandShapeDetected = m_HandShape != null;
if (m_HandShapeDetected)
{
SelectedHandShapeName.text = m_HandShape.name;
handShapeOrPose = m_HandShape;
m_XRSelectedHandShapeDebugUI.UpdateSelectedHandshapeTextUI(m_HandShape);
}
if (k_Bars.Count == 0)
{
foreach (var graph in m_XRAllFingerShapesDebugUI.xrFingerShapeDebugGraphs)
{
foreach (var bar in graph.bars)
k_Bars.Add(bar);
}
}
}
void Update()
{
foreach (var bar in k_Bars)
bar.HideTargetAndTolerance();
// Track all the bars that have no target and tolerance so they can be hidden
k_ReusableBarsToHide.Clear();
foreach (var graph in m_XRAllFingerShapesDebugUI.xrFingerShapeDebugGraphs)
k_ReusableBarsToHide.AddRange(graph.bars);
if (m_HandShapeDetected)
{
foreach (var condition in m_HandShape.fingerShapeConditions)
{
foreach (var shapeCondition in condition.targets)
{
var xrFingerShapeDebugGraph = m_XRAllFingerShapesDebugUI.xrFingerShapeDebugGraphs[(int)condition.fingerID];
var bar = xrFingerShapeDebugGraph.bars[(int)shapeCondition.shapeType];
bar.SetTargetAndTolerances(shapeCondition.desired, shapeCondition.upperTolerance, shapeCondition.lowerTolerance);
k_ReusableBarsToHide.Remove(bar);
}
}
}
}
/// <summary>
/// Clear the detected handshape reference inorder to stop displaying any corresponding UI
/// </summary>
public void ClearDetectedHandShape()
{
handShapeOrPose = null;
}
}
}

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using TMPro;
using UnityEngine.XR.Hands.Gestures;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Updates the text label that denotes the currently detected hand gesture
/// </summary>
[RequireComponent(typeof(TextMeshProUGUI))]
public class XRSelectedHandShapeDebugUI : MonoBehaviour
{
/// <summary>
/// The string displayed when no gesture is detected
/// </summary>
const string k_NoGestureDetectedString = "None Detected";
[SerializeField]
[Tooltip("The label that will be used to display the name of the hand shape.")]
TextMeshProUGUI m_HandShapeNameLabel;
/// <summary>
/// The text label that denotes and displays the currently detected hand gesture
/// </summary>
public TextMeshProUGUI handShapeNameLabel
{
get => m_HandShapeNameLabel;
set => m_HandShapeNameLabel = value;
}
void Awake()
{
m_HandShapeNameLabel.text = k_NoGestureDetectedString;
}
/// <summary>
/// Update the text label that denotes the currently detected hand gesture
/// </summary>
/// <param name="handPoseOrShape">The pose or shape whose name will be displayed</param>
public void UpdateSelectedHandshapeTextUI(ScriptableObject handPoseOrShape)
{
var handShape = handPoseOrShape as XRHandShape;
var handPose = handPoseOrShape as XRHandPose;
if (handShape)
m_HandShapeNameLabel.text = handShape.name;
else if (handPose)
m_HandShapeNameLabel.text = handPose.name;
}
/// <summary>
/// Update the text label that denote that no hand gesture is currently detected
/// </summary>
public void ResetUI()
{
m_HandShapeNameLabel.text = k_NoGestureDetectedString;
}
}
}

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