Fix error when UnityXR is not enabled

This commit is contained in:
Pascal Serrarens 2023-05-10 10:26:50 +02:00
parent 115fe62c49
commit 14d30d28e3

View File

@ -453,8 +453,10 @@ namespace Passer.Humanoid {
AddCharacterColliders();
avatarNeckHeight = GetAvatarNeckHeight();
#if pUNITYXR
if (headTarget.unityXR != null)
headTarget.unityXR.UpdateSensorLocation();
#endif
switch (scaling) {
case ScalingType.SetHeightToAvatar:
@ -653,9 +655,9 @@ namespace Passer.Humanoid {
return 0;
}
#endregion
#endregion
#region Targets
#region Targets
protected void NewTargetComponents() {
#if pCEREBELLUM
if (cerebellum == null)
@ -962,9 +964,9 @@ namespace Passer.Humanoid {
};
}
#endregion
#endregion
#region Trackers
#region Trackers
/// <summary>Use game controller input</summary>
public bool gameControllerEnabled = true;
@ -1311,9 +1313,9 @@ namespace Passer.Humanoid {
tracker.AdjustTracking(translation, rotation);
}
#endregion
#endregion
#region Configuration
#region Configuration
/// <summary>
/// Scans the humanoid to retrieve all bones
/// </summary>
@ -1326,9 +1328,9 @@ namespace Passer.Humanoid {
leftFootTarget.RetrieveBones();
rightFootTarget.RetrieveBones();
}
#endregion
#endregion
#region Update
#region Update
protected virtual void Update() {
Controllers.Clear();
@ -1363,9 +1365,9 @@ namespace Passer.Humanoid {
Controllers.EndFrame();
}
#endregion
#endregion
#region Stop
#region Stop
public void OnApplicationQuit() {
#if hLEAP
leap.StopTracker();
@ -1389,11 +1391,11 @@ namespace Passer.Humanoid {
optitrack.StopTracker();
#endif
}
#endregion
#endregion
#region Destroy
#region Destroy
#endregion
#endregion
public Vector3 up {
get {
@ -1438,7 +1440,7 @@ namespace Passer.Humanoid {
}
}
#region Calibration
#region Calibration
public void SetStartPosition() {
}
@ -1467,9 +1469,9 @@ namespace Passer.Humanoid {
}
}
#endregion
#endregion
#region Pose
#region Pose
protected virtual void UpdatePose() {
if (pose != null) {
@ -1478,7 +1480,7 @@ namespace Passer.Humanoid {
}
}
#region Pose Event
#region Pose Event
public delegate void OnHumanoidPose(HumanoidPose pose);
public event OnHumanoidPose onHumanoidPose;
@ -1539,11 +1541,11 @@ namespace Passer.Humanoid {
}
}
#endregion
#endregion
#endregion
#endregion
#region Movement
#region Movement
/// <summary>
/// maximum forward speed in units(meters)/second
@ -1588,7 +1590,7 @@ namespace Passer.Humanoid {
protected Vector3 inputMovement = Vector3.zero;
#region Input/API
#region Input/API
/// <summary>
/// maximum forward speed in units(meters)/second
@ -1809,9 +1811,9 @@ namespace Passer.Humanoid {
}
#endregion
#endregion
#region Checks
#region Checks
[HideInInspector]
public Vector3 targetVelocity;
@ -1924,9 +1926,9 @@ namespace Passer.Humanoid {
return distance * elapsedTime * elapsedTime + start;
}
#endregion
#endregion
#region Collisions
#region Collisions
public bool triggerEntered;
public bool collided;
@ -2099,9 +2101,9 @@ namespace Passer.Humanoid {
);
}
#endregion
#endregion
#region Ground
#region Ground
/// <summary>
/// The ground Transform on which the pawn is standing
@ -2262,9 +2264,9 @@ namespace Passer.Humanoid {
lastGroundAngle = ground.eulerAngles.y;
}
#endregion
#endregion
#region Body Pull
#region Body Pull
protected virtual void CheckBodyPull() {
if (!bodyPull)
@ -2303,7 +2305,7 @@ namespace Passer.Humanoid {
transform.Translate(translation, Space.World);
}
#endregion
#endregion
[HideInInspector]
private float lastTime;
@ -2342,7 +2344,7 @@ namespace Passer.Humanoid {
lastHeadDirection = headTarget.neck.target.transform.eulerAngles.y;
}
#region Animation
#region Animation
private void PostAnimationCorrection() {
@ -2393,7 +2395,7 @@ namespace Passer.Humanoid {
targetsRig.SetTrigger(parameterName);
}
#endregion
#endregion
[HideInInspector]
private float lastLocalHipY;
@ -2414,7 +2416,7 @@ namespace Passer.Humanoid {
lastLocalHipY = localHipY;
}
#endregion Movement
#endregion Movement
/// <summary>Gets the Real World GameObject for this Humanoid</summary>
/// <param name="transform">The root transform of the humanoid</param>
@ -2482,7 +2484,7 @@ namespace Passer.Humanoid {
// return footBase;
//}
#region Networking
#region Networking
/// <summary>Is true when this is a remote pawn</summary>
/// Remote pawns are not controlled locally, but are controlled from another computer.
@ -2495,9 +2497,9 @@ namespace Passer.Humanoid {
/// <summary>The local Id of this humanoid</summary>
public int id = -1;
#endregion
#endregion
#region Humanoid store
#region Humanoid store
private static HumanoidControl[] _allHumanoids = new HumanoidControl[0];
@ -2604,7 +2606,7 @@ namespace Passer.Humanoid {
screenPosition.y > 0 && screenPosition.y < camera.pixelHeight);
}
#endregion
#endregion
}
}