Class SteamVR_Action_Vibration_Source
Inheritance
Inherited Members
Namespace: Valve.VR
Assembly: Assembly-CSharp.dll
Syntax
public class SteamVR_Action_Vibration_Source : SteamVR_Action_Out_Source, ISteamVR_Action_Out_Source, ISteamVR_Action_Source
Fields
vibrationAction
Declaration
protected SteamVR_Action_Vibration vibrationAction
Field Value
Type | Description |
---|---|
SteamVR_Action_Vibration |
Properties
active
Returns true if this action is bound and the ActionSet is active
Declaration
public override bool active { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Overrides
activeBinding
Returns true if the action is bound
Declaration
public override bool activeBinding { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Overrides
lastActive
Returns true if the action was bound and the ActionSet was active during the previous update
Declaration
public override bool lastActive { get; protected set; }
Property Value
Type | Description |
---|---|
System.Boolean |
Overrides
lastActiveBinding
Returns true if the action was bound during the previous update
Declaration
public override bool lastActiveBinding { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Overrides
timeLastExecuted
The last time the execute method was called on this action
Declaration
public float timeLastExecuted { get; protected set; }
Property Value
Type | Description |
---|---|
System.Single |
Methods
Execute(Single, Single, Single, Single)
Trigger the haptics at a certain time for a certain length
Declaration
public void Execute(float secondsFromNow, float durationSeconds, float frequency, float amplitude)
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) |
Initialize()
[Should not be called by user code] Initializes the handle for the inputSource, and any other related SteamVR data.
Declaration
public override void Initialize()
Overrides
Preinitialize(SteamVR_Action, SteamVR_Input_Sources)
Declaration
public override void Preinitialize(SteamVR_Action wrappingAction, SteamVR_Input_Sources forInputSource)
Parameters
Type | Name | Description |
---|---|---|
SteamVR_Action | wrappingAction | |
SteamVR_Input_Sources | forInputSource |
Overrides
Events
onActiveBindingChange
Event fires when the active state of the binding changes
Declaration
public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveBindingChange
Event Type
Type | Description |
---|---|
SteamVR_Action_Vibration.ActiveChangeHandler |
onActiveChange
Event fires when the active state (ActionSet active and binding active) changes
Declaration
public event SteamVR_Action_Vibration.ActiveChangeHandler onActiveChange
Event Type
Type | Description |
---|---|
SteamVR_Action_Vibration.ActiveChangeHandler |
onExecute
Event fires whenever this action is executed
Declaration
public event SteamVR_Action_Vibration.ExecuteHandler onExecute
Event Type
Type | Description |
---|---|
SteamVR_Action_Vibration.ExecuteHandler |