portal interaction and VR body

This commit is contained in:
2022-03-24 18:02:34 +02:00
parent 84e21c94f3
commit 0cb487d781
1290 changed files with 402732 additions and 1745 deletions

View File

@@ -5,113 +5,106 @@ using UnityEngine;
public class ActionGestureInteraction : MonoBehaviour
{
public List<GameObject> objects;
public Camera playerCamera;
private Vector3 destination;
private Transform rightHandTransform;
public Transform rightHandTransform;
private GameObject player;
/**public int blinkUses;
public float blinkCooldown, blinkDistance, blinkSpeed, blinkDestinationMultiplier;
public LayerMask blinkLayerMask;**/
public float projectileSpeed = 30;
void Start()
{
player = GameObject.Find("XR Origin");
rightHandTransform = player.transform.Find("Camera Offset").Find("RightHand Controller").transform;
player = gameObject;
}
public void PerformAction(string action)
{
//Debug.Log(action);
//if (action == "Blink")
//{
//BlinkCast(); [DEPRECATED]
//}
//else
//{
Debug.Log(action);
if (action == "Portal")
{
// Raycast to find portal were looking at.
var nearestPortal = FindPortalInFront();
Debug.Log(nearestPortal);
EnableDisablePortal(nearestPortal);
}
else
{
foreach (var item in objects)
{
if (item.name == action)
if (item.name == action && action == "IceBolt")
{
Instantiate(item, rightHandTransform.position, Quaternion.identity);
ShootProjectile();
InstantiateIceBolt(item);
}
}
//}
}
/**
int maxUses;
float cooldownTimer;
bool blinking = false;
Vector3 destination;
**/
private void Update()
{
// Blink cooldown action;
}
/** [DEPRECATED]
void BlinkCast()
{
Transform cameraTransform = Camera.main.transform;
Transform playerTransform = player.transform;
ParticleSystem blinkTrail = player.transform.Find("BlinkTrail").GetComponent<ParticleSystem>();
maxUses = blinkUses;
cooldownTimer = blinkCooldown;
Blink();
if (blinkUses < maxUses)
{
if (cooldownTimer > 0)
{
cooldownTimer -= Time.deltaTime;
}
else
{
blinkUses += 1;
cooldownTimer = blinkCooldown;
}
if (blinking)
{
var dist = Vector3.Distance(playerTransform.position, destination);
if (dist > 0.5f)
if (item.name == action && action == "IceWall")
{
Debug.Log(Time.deltaTime * blinkSpeed);
playerTransform.position = Vector3.MoveTowards(playerTransform.position, destination, blinkDistance);
// Make ice wall appear from below to block incoming projectiles
}
}
}
}
void EnableDisablePortal(GameObject portal)
{
// Did the raycast catch a portal in front of us?
if (portal != null)
{
var distance = Vector3.Distance(portal.transform.position, this.transform.position);
Debug.Log(distance);
// Is the portal within a reasonable distance?
if (distance <= 10.0f)
{
var portalVFX = portal.transform.Find("PortalFX");
var portalTrigger = portal.transform.Find("Portal");
// if the nearest portal is already enabled, then disable, else enable.
if (portalVFX.gameObject.activeInHierarchy)
{
portalVFX.gameObject.SetActive(false);
portalTrigger.gameObject.GetComponent<PortalTeleporter>().enabled = false;
}
else
{
blinking = false;
portalVFX.gameObject.SetActive(true);
portalTrigger.gameObject.GetComponent<PortalTeleporter>().enabled =true;
}
}
}
void Blink()
{
if (blinkUses > 0)
{
blinkUses -= 1;
blinkTrail.Play();
//RaycastHit hit;
if (Physics.Raycast(playerTransform.position, playerTransform.forward, out hit, blinkDistance, blinkLayerMask))
{
Debug.Log(hit.transform.name);
destination = hit.point * blinkDestinationMultiplier;
}
else
{
destination = (cameraTransform.position + cameraTransform.forward.normalized * blinkDistance) * blinkDestinationMultiplier;
//}
}
destination.y += Camera.main.transform.position.y;
blinking = true;
GameObject FindPortalInFront()
{
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
LayerMask playerLayerMask = LayerMask.GetMask("Player");
if (Physics.Raycast(ray, out hit, playerLayerMask))
{
if (hit.transform.gameObject.transform.root.CompareTag("Portal"))
{
return hit.transform.gameObject.transform.root.gameObject;
}
}
}**/
return null;
}
void ShootProjectile()
{
Ray ray = playerCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
destination = hit.point;
}
else
{
destination = ray.GetPoint(1000);
}
}
void InstantiateIceBolt(GameObject item)
{
var projectileObj = Instantiate(item, rightHandTransform.position, Quaternion.identity) as GameObject;
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
}
}

View File

@@ -9,7 +9,7 @@ using UnityEngine.Events;
public class GestureRecognizer : MonoBehaviour
{
public InputDevice rightHandController;
public XRNode rightHandSource;
public InputHelpers.Button rightInputButton;
public InputHelpers.Button rightControlButton;
@@ -60,11 +60,13 @@ public class GestureRecognizer : MonoBehaviour
if (!isMoving && startGesture)
{
StartMovement();
StartCoroutine("Haptics");
}
// Ending the movement
else if (isMoving && !startGesture)
{
EndMovement();
StopCoroutine("Haptics");
}
// Updating the movement
else if (isMoving && startGesture)
@@ -72,6 +74,14 @@ public class GestureRecognizer : MonoBehaviour
UpdateMovement();
}
}
// Still needs to be tested
IEnumerator Haptics()
{
while (true)
{
rightHandController.SendHapticImpulse(0u, 0.7f, 0.2f);
}
}
void StartMovement()
{

View File

@@ -13,7 +13,12 @@ public class SpawnerGestureInteraction : MonoBehaviour
foreach (var item in objects)
{
if (item.name == objectName)
Debug.Log(item);
if (item.name == "IceBolt")
{
Instantiate(item, rightHandTransform.position, Quaternion.identity, rightHandTransform);
}
else
{
Instantiate(item, rightHandTransform.position, Quaternion.identity);
Debug.Log(objectName);