third person teleporting, grab interactables

This commit is contained in:
HelarJ 2022-03-14 14:21:24 +02:00
parent 813cd0c451
commit 98dac07345
131 changed files with 16809 additions and 1781 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[Serializable]
[RequireComponent(typeof(XRSocketInteractor))]
public class Inventory : MonoBehaviour
{
public int slots = 1;
private List<int> _inv;
private XRSocketInteractor xrSocketInteractor;
private void Awake()
{
xrSocketInteractor = GetComponent<XRSocketInteractor>();
_inv = new List<int>(slots);
var oldestInteractableSelected = xrSocketInteractor.GetOldestInteractableSelected();
xrSocketInteractor.selectEntered.AddListener(Call);
xrSocketInteractor.hoverEntered.AddListener(Call);
}
private void Call(HoverEnterEventArgs arg0)
{
Debug.Log("hoverenter "+arg0.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection);
}
private void Call(SelectEnterEventArgs arg0)
{
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryItem : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemSpawner : MonoBehaviour
{
public GameObject objectToSpawn;
public GameObject placeToSpawn;
public void SpawnItem()
{
Instantiate(objectToSpawn, placeToSpawn.transform);
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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[RequireComponent(
typeof(ActionBasedContinuousMoveProvider),
typeof(ActionBasedContinuousTurnProvider),
typeof(ActionBasedSnapTurnProvider))]
public class ThirdPersonTeleportController : MonoBehaviour
{
public XROrigin xrOrigin;
private ActionBasedContinuousMoveProvider _continuousMoveProvider;
private ActionBasedContinuousTurnProvider _continuousTurnProvider;
private ActionBasedSnapTurnProvider _snapTurnProvider;
public GameObject cameraContainer;
public bool switchToContinuous;
private bool _lastControllerMoveStatus;
private void Awake()
{
_continuousMoveProvider = GetComponent<ActionBasedContinuousMoveProvider>();
_continuousTurnProvider = GetComponent<ActionBasedContinuousTurnProvider>();
_snapTurnProvider = GetComponent<ActionBasedSnapTurnProvider>();
}
void Update()
{
if (StartedMoving())
{
Debug.Log("Started Moving");
cameraContainer.transform.parent = null;
cameraContainer.transform.position = xrOrigin.transform.position;
//Switch to continuous turn while remote controlling.
if (switchToContinuous)
{
_continuousTurnProvider.enabled = true;
_snapTurnProvider.enabled = false;
}
}
if (StoppedMoving())
{
Debug.Log("Stopped Moving");
cameraContainer.transform.SetParent(xrOrigin.transform);
var originTransform = xrOrigin.transform;
cameraContainer.transform.position = originTransform.position;
cameraContainer.transform.rotation = originTransform.rotation;
if (switchToContinuous)
{
_continuousTurnProvider.enabled = false;
_snapTurnProvider.enabled = true;
}
}
}
private bool StartedMoving()
{
var controllerStatus = GetControllerStatus();
if (controllerStatus && _lastControllerMoveStatus == false)
{
_lastControllerMoveStatus = true;
return true;
}
return false;
}
private bool StoppedMoving()
{
var controllerStatus = GetControllerStatus();
if (_lastControllerMoveStatus && controllerStatus == false)
{
_lastControllerMoveStatus = false;
return true;
}
_lastControllerMoveStatus = controllerStatus;
return false;
}
private bool GetControllerStatus()
{
return _continuousMoveProvider.leftHandMoveAction.action.inProgress ||
_continuousMoveProvider.rightHandMoveAction.action.inProgress;
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