lever prefab, haptic events and more comments in lever code
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@@ -2,18 +2,20 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.XR.Interaction.Toolkit;
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public class LeverController : MonoBehaviour
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{
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private Transform pivot; //The lever will use a pivot point
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private Transform grabHand; // ONLY ONE HAND WORKS RIGHT NOW. NEED A SOLUTION!
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private Transform grabHand; // ONLY ONE HAND WORKS RIGHT NOW. NEED A SOLUTION! SET HAND TRANSFORM IN onSelectedEntered()
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// IN INTERACTION EVENTS UNTIL A BETTER SOLUTION
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private bool leverGrabbed;
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private bool eventCalled;
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private Vector3 handDelta;
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private Vector3 lastPosition;
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//These UnityEvent objects can be set in the inspector as any public methods from scripts
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[SerializeField]
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private UnityEvent onUp;
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[SerializeField]
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@@ -22,6 +24,9 @@ public class LeverController : MonoBehaviour
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public float minAngle = 20f;
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public float maxAngle = 75f;
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public float hapticAmplitude = 1f;
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public float hapticDuration = 0.1f;
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void Awake()
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{
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pivot = transform.parent;
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@@ -34,14 +39,17 @@ public class LeverController : MonoBehaviour
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if (leverGrabbed)
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{
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handDelta = lastPosition - grabHand.position; //The vector of hand movement between frames
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pivot.RotateAround(pivot.position, pivot.forward, 200 * (handDelta.y));
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pivot.RotateAround(pivot.position, pivot.forward, 200 * handDelta.y); //Is a Time.deltaTime multiplication needed here?
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//Two following if statements set the up and down position angles and call events when angle is met
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//Only one event is called per grab because the logic is in the update method
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if(pivot.eulerAngles.z < minAngle)
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{
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pivot.eulerAngles = new Vector3(pivot.rotation.x, pivot.rotation.y, minAngle);
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if (!eventCalled)
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{
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onUp.Invoke();
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grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
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eventCalled = true;
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}
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}
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@@ -51,6 +59,7 @@ public class LeverController : MonoBehaviour
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if (!eventCalled)
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{
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onDown.Invoke();
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grabHand.gameObject.GetComponent<ActionBasedController>().SendHapticImpulse(hapticAmplitude, hapticDuration);
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eventCalled = true;
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}
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}
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