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    Class SteamVR_Action_Vibration

    Inheritance
    System.Object
    SteamVR_Action
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>
    SteamVR_Action_Out<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>
    SteamVR_Action_Vibration
    Implements
    System.IEquatable<SteamVR_Action>
    ISteamVR_Action_Out
    ISteamVR_Action
    ISteamVR_Action_Out_Source
    ISteamVR_Action_Source
    UnityEngine.ISerializationCallbackReceiver
    Inherited Members
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.sourceMap
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.Item[SteamVR_Input_Sources]
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.fullPath
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.handle
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.actionSet
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.direction
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.active
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.lastActive
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.activeBinding
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.lastActiveBinding
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.initialized
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.PreInitialize(String)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.CreateUninitialized(String, Boolean)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.TryNeedsInitData()
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.Initialize(Boolean, Boolean)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.GetSourceMap()
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.InitializeCopy(String, SteamVR_Action_Source_Map)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.InitAfterDeserialize()
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.GetActive(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.GetActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.GetLastActive(SteamVR_Input_Sources)
    SteamVR_Action<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>.GetLastActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action.actionPath
    SteamVR_Action.needsReinit
    SteamVR_Action.startUpdatingSourceOnAccess
    SteamVR_Action.Create<CreateType>(String)
    SteamVR_Action.CreateUninitialized<CreateType>(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action.CreateUninitialized<CreateType>(String, Boolean)
    SteamVR_Action.GetCopy<CreateType>()
    SteamVR_Action.TryNeedsInitData()
    SteamVR_Action.InitializeCopy(String, SteamVR_Action_Source_Map)
    SteamVR_Action.fullPath
    SteamVR_Action.handle
    SteamVR_Action.actionSet
    SteamVR_Action.direction
    SteamVR_Action.setActive
    SteamVR_Action.active
    SteamVR_Action.activeBinding
    SteamVR_Action.lastActive
    SteamVR_Action.lastActiveBinding
    SteamVR_Action.PreInitialize(String)
    SteamVR_Action.CreateUninitialized(String, Boolean)
    SteamVR_Action.CreateUninitialized(String, SteamVR_ActionDirections, String, Boolean)
    SteamVR_Action.Initialize(Boolean, Boolean)
    SteamVR_Action.GetSourceMap()
    SteamVR_Action.GetActive(SteamVR_Input_Sources)
    SteamVR_Action.GetSetActive(SteamVR_Input_Sources)
    SteamVR_Action.GetActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action.GetLastActive(SteamVR_Input_Sources)
    SteamVR_Action.GetLastActiveBinding(SteamVR_Input_Sources)
    SteamVR_Action.GetPath()
    SteamVR_Action.GetHashCode()
    SteamVR_Action.Equals(SteamVR_Action)
    SteamVR_Action.Equals(Object)
    SteamVR_Action.FindExistingActionForPartialPath(String)
    SteamVR_Action.GetShortName()
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ToString()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: Valve.VR
    Assembly: Assembly-CSharp.dll
    Syntax
    [Serializable]
    public class SteamVR_Action_Vibration : SteamVR_Action_Out<SteamVR_Action_Vibration_Source_Map, SteamVR_Action_Vibration_Source>, IEquatable<SteamVR_Action>, ISteamVR_Action_Out, ISteamVR_Action, ISteamVR_Action_Out_Source, ISteamVR_Action_Source, ISerializationCallbackReceiver

    Constructors

    SteamVR_Action_Vibration()

    Declaration
    public SteamVR_Action_Vibration()

    Methods

    AddOnActiveBindingChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)

    Executes a function when the active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound

    Declaration
    public void AddOnActiveBindingChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Action_Vibration.ActiveChangeHandler functionToCall

    A local function that receives the boolean action who's active state changes and the corresponding input source

    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    AddOnActiveChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)

    Executes a function when the functional active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound, or when the ActionSet changes state.

    Declaration
    public void AddOnActiveChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler functionToCall, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Action_Vibration.ActiveChangeHandler functionToCall

    A local function that receives the boolean action who's active state changes and the corresponding input source

    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    AddOnExecuteListener(SteamVR_Action_Vibration.ExecuteHandler, SteamVR_Input_Sources)

    Executes a function when the execute method of this action (with the specified inputSource) is called. This happens when the action is bound or unbound

    Declaration
    public void AddOnExecuteListener(SteamVR_Action_Vibration.ExecuteHandler functionToCall, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Action_Vibration.ExecuteHandler functionToCall

    A local function that receives the boolean action who's active state changes and the corresponding input source

    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Execute(Single, Single, Single, Single, SteamVR_Input_Sources)

    Trigger the haptics at a certain time for a certain length

    Declaration
    public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    System.Single secondsFromNow

    How long from the current time to execute the action (in seconds - can be 0)

    System.Single durationSeconds

    How long the haptic action should last (in seconds)

    System.Single frequency

    How often the haptic motor should bounce (0 - 320 in hz. The lower end being more useful)

    System.Single amplitude

    How intense the haptic action should be (0 - 1)

    SteamVR_Input_Sources inputSource

    The device you would like to execute the haptic action. Any if the action is not device specific.

    GetTimeLastChanged(SteamVR_Input_Sources)

    Returns the last time this action was executed

    Declaration
    public override float GetTimeLastChanged(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Returns
    Type Description
    System.Single
    Overrides
    SteamVR_Action.GetTimeLastChanged(SteamVR_Input_Sources)

    IsUpdating(SteamVR_Input_Sources)

    Declaration
    public override bool IsUpdating(SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Input_Sources inputSource
    Returns
    Type Description
    System.Boolean
    Overrides
    SteamVR_Action.IsUpdating(SteamVR_Input_Sources)

    RemoveOnActiveBindingChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnActiveBindingChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Action_Vibration.ActiveChangeHandler functionToStopCalling

    The local function that you've setup to receive update events

    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    RemoveOnActiveChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)

    Stops executing a function when the functional active state of this action (with the specified inputSource) changes. This happens when the action is bound or unbound, or when the ActionSet changes state.

    Declaration
    public void RemoveOnActiveChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Action_Vibration.ActiveChangeHandler functionToStopCalling

    The local function that you've setup to receive update events

    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    RemoveOnExecuteListener(SteamVR_Action_Vibration.ExecuteHandler, SteamVR_Input_Sources)

    Stops executing the function setup by the corresponding AddListener

    Declaration
    public void RemoveOnExecuteListener(SteamVR_Action_Vibration.ExecuteHandler functionToStopCalling, SteamVR_Input_Sources inputSource)
    Parameters
    Type Name Description
    SteamVR_Action_Vibration.ExecuteHandler functionToStopCalling

    The local function that you've setup to receive update events

    SteamVR_Input_Sources inputSource

    The device you would like to get data from. Any if the action is not device specific.

    Events

    onActiveBindingChange

    [SteamVR_Input_Sources.Any] This event fires whenever a change happens in the action

    Declaration
    public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveBindingChange
    Event Type
    Type Description
    SteamVR_Action_Vibration.ActiveChangeHandler

    onActiveChange

    [SteamVR_Input_Sources.Any] This event fires whenever a change happens in the action

    Declaration
    public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveChange
    Event Type
    Type Description
    SteamVR_Action_Vibration.ActiveChangeHandler

    onExecute

    [SteamVR_Input_Sources.Any] This event fires whenever this action is executed

    Declaration
    public event SteamVR_Action_Vibration.ExecuteHandler onExecute
    Event Type
    Type Description
    SteamVR_Action_Vibration.ExecuteHandler

    Explicit Interface Implementations

    ISerializationCallbackReceiver.OnAfterDeserialize()

    Declaration
    void ISerializationCallbackReceiver.OnAfterDeserialize()

    ISerializationCallbackReceiver.OnBeforeSerialize()

    Declaration
    void ISerializationCallbackReceiver.OnBeforeSerialize()

    Implements

    System.IEquatable<T>
    ISteamVR_Action_Out
    ISteamVR_Action
    ISteamVR_Action_Out_Source
    ISteamVR_Action_Source
    UnityEngine.ISerializationCallbackReceiver
    In This Article
    • Constructors
      • SteamVR_Action_Vibration()
    • Methods
      • AddOnActiveBindingChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)
      • AddOnActiveChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)
      • AddOnExecuteListener(SteamVR_Action_Vibration.ExecuteHandler, SteamVR_Input_Sources)
      • Execute(Single, Single, Single, Single, SteamVR_Input_Sources)
      • GetTimeLastChanged(SteamVR_Input_Sources)
      • IsUpdating(SteamVR_Input_Sources)
      • RemoveOnActiveBindingChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)
      • RemoveOnActiveChangeListener(SteamVR_Action_Vibration.ActiveChangeHandler, SteamVR_Input_Sources)
      • RemoveOnExecuteListener(SteamVR_Action_Vibration.ExecuteHandler, SteamVR_Input_Sources)
    • Events
      • onActiveBindingChange
      • onActiveChange
      • onExecute
    • Explicit Interface Implementations
      • ISerializationCallbackReceiver.OnAfterDeserialize()
      • ISerializationCallbackReceiver.OnBeforeSerialize()
    • Implements
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