deltavr multiplayer 2.0

This commit is contained in:
Toomas Tamm
2023-05-08 15:56:10 +03:00
parent 978809a002
commit 07b9b9e2f4
10568 changed files with 2925986 additions and 1478601 deletions
+4
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@@ -73,3 +73,7 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
Recordings/
# Paid assets
/[Aa]ssets/Magic Light Probes/*
/[Aa]ssets/[Bb]akery/*
-56
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@@ -1,56 +0,0 @@
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+45
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@@ -0,0 +1,45 @@
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit;
public class ActivateTeleportationRay : MonoBehaviour
{
public GameObject teleportRay;
public float rayHideDelay = 0.1f;
public InputActionProperty activateTeleportRay;
public TeleportationProvider teleportationProvider;
// Update is called once per frame
private void Start()
{
teleportRay.SetActive(false);
activateTeleportRay.action.performed += ShowRay;
activateTeleportRay.action.canceled += HideRayPerformed;
teleportationProvider.endLocomotion += HideRayPerformed;
}
private void HideRayPerformed(InputAction.CallbackContext obj)
{
if (!teleportRay.activeSelf) return;
if (IsInvoking(nameof(HideRay))) return;
Invoke(nameof(HideRay), rayHideDelay);
}
private void HideRayPerformed(LocomotionSystem obj)
{
if (!teleportRay.activeSelf) return;
if (IsInvoking(nameof(HideRay))) return;
Invoke(nameof(HideRay), rayHideDelay);
}
private void ShowRay(InputAction.CallbackContext obj)
{
teleportRay.SetActive(true);
}
private void HideRay()
{
teleportRay.SetActive(false);
}
}
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+107
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using TMPro;
using UnityEngine;
public class Billboard : MonoBehaviour
{
private GameObject _parent;
public string defaultText = "Sample Text";
public TMP_Text tmpText;
public Canvas canvas;
public string prefix = "<mark=#000000BB>";
private Camera _camera;
public LineRenderer lineRenderer;
public Transform lineStart;
private GameObject _lineEndObject;
private MeshFilter _lineEndMeshFilter;
private void Start()
{
_camera = Camera.main;
lineRenderer = GetComponent<LineRenderer>();
_parent = transform.parent.gameObject;
transform.SetParent(null);
tmpText.text = defaultText;
}
private void LateUpdate()
{
if (canvas.enabled) transform.position = _parent.transform.position + (_camera.transform.up * 0.1f);
if (!lineRenderer.enabled) return;
lineRenderer.SetPosition(0, lineStart.position);
lineRenderer.SetPosition(1, CalculateLineEndPosition());
}
private void SetText(string txt)
{
tmpText.text = prefix + txt;
}
private void ShowCanvas()
{
canvas.enabled = true;
lineRenderer.enabled = true;
}
private void HideCanvas()
{
canvas.enabled = false;
lineRenderer.enabled = false;
}
public void ShowHint(string txt)
{
ShowCanvas();
SetText(txt);
}
public void HideHint()
{
HideCanvas();
}
public void SetLineTarget(GameObject newGM)
{
_lineEndObject = newGM;
_lineEndMeshFilter = _lineEndObject.GetComponent<MeshFilter>();
}
private Vector3 CalculateLineEndPosition()
{
if (_lineEndObject == null)
{
lineRenderer.enabled = false;
return Vector3.zero;
}
return _lineEndMeshFilter == null ? _lineEndObject.transform.position : FindClosestVertexToTargetPoint(lineStart.position, _lineEndMeshFilter);
}
private Vector3 FindClosestVertexToTargetPoint(Vector3 start, MeshFilter filter)
{
// Get the Mesh object from the MeshFilter component
Mesh mesh = filter.mesh;
// Get the world position of the point you want to find the closest point on the mesh to
// Transform the point into local space relative to the MeshFilter's transform
Vector3 localPoint = filter.transform.InverseTransformPoint(start);
// Find the closest vertex to the point
float closestDistance = Mathf.Infinity;
Vector3 closestVertex = Vector3.zero;
for (int i = 0; i < mesh.vertexCount; i++)
{
Vector3 vertex = mesh.vertices[i];
float distance = Vector3.Distance(localPoint, vertex);
if (distance < closestDistance)
{
closestDistance = distance;
closestVertex = vertex;
}
}
// Transform the closest vertex back into world space
return filter.transform.TransformPoint(closestVertex);
}
}
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