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VR-WuKong/Packages/PICO Unity Integration SDK-3.3.2-20251111/Runtime/Scripts/Controller/PXR_ControllerPower.cs

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2025-11-13 17:40:28 +08:00
/*******************************************************************************
Copyright ? 2015-2022 PICO Technology Co., Ltd.All rights reserved.
NOTICEAll information contained herein is, and remains the property of
PICO Technology Co., Ltd. The intellectual and technical concepts
contained herein are proprietary to PICO Technology Co., Ltd. and may be
covered by patents, patents in process, and are protected by trade secret or
copyright law. Dissemination of this information or reproduction of this
material is strictly forbidden unless prior written permission is obtained from
PICO Technology Co., Ltd.
*******************************************************************************/
using System.Collections;
using System.Collections.Generic;
using Unity.XR.PXR;
using UnityEngine;
using UnityEngine.XR;
public class PXR_ControllerPower : MonoBehaviour
{
[SerializeField]
private Texture power1;
[SerializeField]
private Texture power2;
[SerializeField]
private Texture power3;
[SerializeField]
private Texture power4;
[SerializeField]
private Texture power5;
private Material powerMaterial;
private float interval = 2f;
public PXR_Input.Controller hand;
// Start is called before the first frame update
void Awake()
{
if (GetComponent<MeshRenderer>() != null)
{
powerMaterial = GetComponent<MeshRenderer>().material;
}
else
{
powerMaterial = GetComponent<SkinnedMeshRenderer>().material;
}
}
void OnEnable()
{
RefreshPower();
}
private void RefreshPower()
{
var curBattery = 0f;
switch (hand)
{
case PXR_Input.Controller.LeftController:
{
InputDevices.GetDeviceAtXRNode(XRNode.LeftHand).TryGetFeatureValue(CommonUsages.batteryLevel, out curBattery);
}
break;
case PXR_Input.Controller.RightController:
{
InputDevices.GetDeviceAtXRNode(XRNode.RightHand).TryGetFeatureValue(CommonUsages.batteryLevel, out curBattery);
}
break;
}
switch ((int)curBattery)
{
case 1:
{
powerMaterial.SetTexture("_MainTex", power1);
powerMaterial.SetTexture("_EmissionMap", power1);
}
break;
case 2:
{
powerMaterial.SetTexture("_MainTex", power2);
powerMaterial.SetTexture("_EmissionMap", power2);
}
break;
case 3:
{
powerMaterial.SetTexture("_MainTex", power3);
powerMaterial.SetTexture("_EmissionMap", power3);
}
break;
case 4:
{
powerMaterial.SetTexture("_MainTex", power4);
powerMaterial.SetTexture("_EmissionMap", power4);
}
break;
case 5:
{
powerMaterial.SetTexture("_MainTex", power5);
powerMaterial.SetTexture("_EmissionMap", power5);
}
break;
default:
{
powerMaterial.SetTexture("_MainTex", power1);
powerMaterial.SetTexture("_EmissionMap", power1);
}
break;
}
}
// Update is called once per frame
void Update()
{
interval -= Time.deltaTime;
if (interval > 0)
return;
interval = 2f;
RefreshPower();
}
}