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Bug fix for bow and arrow.
* before this change the releaseEquip message was not getting sent to the bow, which it would use to re-enable the grab script via the 'Hifi-Hand-Disabler' msg.
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parent
8817bbea09
commit
2ed88bca6d
1 changed files with 10 additions and 9 deletions
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@ -1334,8 +1334,8 @@ function MyController(hand) {
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this.distanceHolding = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_OFF, "trigger released");
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.setState(STATE_OFF, "trigger released");
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return;
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}
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@ -1693,21 +1693,21 @@ function MyController(hand) {
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var dropDetected = this.dropGestureProcess(deltaTime);
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if (this.state == STATE_NEAR_GRABBING && this.triggerSmoothedReleased()) {
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this.setState(STATE_OFF, "trigger released");
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.setState(STATE_OFF, "trigger released");
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return;
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}
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if (this.state == STATE_HOLD) {
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if (dropDetected && this.triggerSmoothedGrab()) {
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this.setState(STATE_OFF, "drop gesture detected");
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this.callEntityMethodOnGrabbed("releaseEquip");
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this.setState(STATE_OFF, "drop gesture detected");
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return;
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}
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if (this.thumbPressed()) {
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this.setState(STATE_OFF, "drop via thumb press");
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this.callEntityMethodOnGrabbed("releaseEquip");
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this.setState(STATE_OFF, "drop via thumb press");
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return;
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}
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}
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@ -1717,8 +1717,8 @@ function MyController(hand) {
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var props = Entities.getEntityProperties(this.grabbedEntity, ["localPosition", "parentID", "position", "rotation"]);
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if (!props.position) {
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// server may have reset, taking our equipped entity with it. move back to "off" stte
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this.setState(STATE_OFF, "entity has no position property");
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this.callEntityMethodOnGrabbed("releaseGrab");
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this.setState(STATE_OFF, "entity has no position property");
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return;
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}
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@ -1737,12 +1737,13 @@ function MyController(hand) {
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// for whatever reason, the held/equipped entity has been pulled away. ungrab or unequip.
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print("handControllerGrab -- autoreleasing held or equipped item because it is far from hand." +
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props.parentID + " " + vec3toStr(props.position));
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this.setState(STATE_OFF, "held object too far away");
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if (this.state == STATE_NEAR_GRABBING) {
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this.callEntityMethodOnGrabbed("releaseGrab");
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} else { // this.state == STATE_HOLD
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this.callEntityMethodOnGrabbed("releaseEquip");
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}
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this.setState(STATE_OFF, "held object too far away");
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return;
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}
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}
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@ -1815,8 +1816,8 @@ function MyController(hand) {
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this.nearTrigger = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_OFF, "trigger released");
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this.callEntityMethodOnGrabbed("stopNearTrigger");
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this.setState(STATE_OFF, "trigger released");
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return;
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}
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this.callEntityMethodOnGrabbed("continueNearTrigger");
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@ -1824,8 +1825,8 @@ function MyController(hand) {
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this.farTrigger = function() {
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if (this.triggerSmoothedReleased()) {
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this.setState(STATE_OFF, "trigger released");
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this.callEntityMethodOnGrabbed("stopFarTrigger");
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this.setState(STATE_OFF, "trigger released");
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return;
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}
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@ -1841,8 +1842,8 @@ function MyController(hand) {
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if (intersection.accurate) {
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this.lastPickTime = now;
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if (intersection.entityID != this.grabbedEntity) {
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this.setState(STATE_OFF, "laser moved off of entity");
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this.callEntityMethodOnGrabbed("stopFarTrigger");
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this.setState(STATE_OFF, "laser moved off of entity");
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return;
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}
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if (intersection.intersects) {
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