119 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using System.Collections.Generic;
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| using UnityEngine.Events;
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| 
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| namespace UnityEngine.XR.Content.Interaction
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| {
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|     /// <summary>
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|     /// Rewinds positional changes made this object and its children to restore it back to a 'complete' object
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|     /// </summary>
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|     public class Unbreakable : MonoBehaviour
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|     {
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|         [Serializable] public class RestoreEvent : UnityEvent<GameObject> { }
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| 
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|         [SerializeField]
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|         [Tooltip("How long to wait before rewinding the object's motion.")]
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|         float m_RestTime = 1.0f;
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| 
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|         [SerializeField]
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|         [Tooltip("How long to spend restoring the object.")]
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|         float m_RestoreTime = 2.0f;
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| 
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|         [SerializeField]
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|         [Tooltip("A 'non broken' object to replace this object with when motion rewinding is complete.")]
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|         GameObject m_RestoredVersion;
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| 
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|         [SerializeField]
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|         [Tooltip("Events to fire when the 'non broken' object is restored.")]
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|         RestoreEvent m_OnRestore = new RestoreEvent();
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| 
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|         bool m_Resting = true;
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|         float m_Timer = 0.0f;
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|         bool m_Restored = false;
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| 
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|         struct ChildPoses
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|         {
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|             internal Pose m_StartPose;
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|             internal Pose m_EndPose;
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|         }
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| 
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|         Dictionary<Transform, ChildPoses> m_ChildPoses = new Dictionary<Transform, ChildPoses>();
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|         List<Transform> m_ChildTransforms = new List<Transform>();
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| 
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|         /// <summary>
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|         /// Events to fire when the 'non broken' object is restored.
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|         /// </summary>
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|         public RestoreEvent onRestore => m_OnRestore;
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| 
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|         void Start()
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|         {
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|             // Go through all children
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|             GetComponentsInChildren(m_ChildTransforms);
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| 
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|             // Cache their start positions
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|             foreach (var child in m_ChildTransforms)
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|             {
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|                 m_ChildPoses.Add(child, new ChildPoses { m_StartPose = new Pose(child.position, child.rotation) });
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|             }
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|         }
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| 
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|         void Update()
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|         {
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|             if (m_Restored)
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|                 return;
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| 
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|             // Phase 1 - wait to rewind
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|             // Phase 2 - rewind all positions, using a an inverse quadratic curve
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|             // Phase 3 - replace object, destroy this one
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| 
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|             m_Timer += Time.deltaTime;
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| 
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|             if (m_Resting)
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|             {
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|                 if (m_Timer > m_RestTime)
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|                 {
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|                     m_Timer = 0.0f;
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|                     m_Resting = false;
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| 
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|                     foreach (var child in m_ChildTransforms)
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|                     {
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|                         if (child == null)
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|                             continue;
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| 
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|                         var poses = m_ChildPoses[child];
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|                         poses.m_EndPose = new Pose(child.position, child.rotation);
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|                         m_ChildPoses[child] = poses;
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|                     }
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|                 }
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|             }
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|             else
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|             {
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|                 var timePercent = m_Timer / m_RestoreTime;
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|                 if (timePercent > 1.0f)
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|                 {
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|                     m_Restored = true;
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|                     var restoredVersion = Instantiate(m_RestoredVersion, transform.position, transform.rotation);
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|                     m_OnRestore.Invoke(restoredVersion);
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|                     Destroy(gameObject);
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|                 }
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|                 else
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|                 {
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|                     timePercent = 1.0f - ((1.0f - timePercent) * (1.0f - timePercent));
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| 
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|                     foreach (var child in m_ChildTransforms)
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|                     {
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|                         if (child == null)
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|                             continue;
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| 
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|                         var poses = m_ChildPoses[child];
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|                         var lerpedPosition = Vector3.Lerp(poses.m_EndPose.position, poses.m_StartPose.position, timePercent);
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|                         var lerpedRotation = Quaternion.Slerp(poses.m_EndPose.rotation, poses.m_StartPose.rotation, timePercent);
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|                         child.position = lerpedPosition;
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|                         child.rotation = lerpedRotation;
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|                     }
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|                 }
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|             }
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|         }
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|     }
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| }
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