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