103 lines
3.4 KiB
C#
103 lines
3.4 KiB
C#
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;
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private bool leverGrabbed;
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private bool eventCalled;
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private bool leverDown;
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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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private UnityEvent onDown;
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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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public AudioSource upSound;
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public AudioSource downSound;
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//This script cannot work with multiplayer, see CheckHand() method
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public Transform leftHand;
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public Transform rightHand;
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void Awake()
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{
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pivot = transform.parent;
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leverGrabbed = false;
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leverDown = false;
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pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, minAngle);
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leftHand = GameObject.Find("LeftHand Controller").transform;
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rightHand = GameObject.Find("RightHand Controller").transform;
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}
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void Update()
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{
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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); //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.eulerAngles.x, pivot.eulerAngles.y, minAngle);
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if (leverDown)
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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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if (upSound != null) upSound.Play();
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leverDown = false;
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}
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}
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else if(pivot.eulerAngles.z > maxAngle)
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{
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pivot.eulerAngles = new Vector3(pivot.eulerAngles.x, pivot.eulerAngles.y, maxAngle);
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if (!leverDown)
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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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if (downSound != null) downSound.Play();
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leverDown = true;
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}
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}
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lastPosition = grabHand.position;
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}
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}
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public void GrabLever()
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{
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CheckHand();
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leverGrabbed = !leverGrabbed;
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handDelta = Vector3.zero;
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lastPosition = grabHand.position;
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eventCalled = false;
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}
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private void CheckHand()
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{
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float leftDistance = Vector3.Distance(leftHand.position, transform.position);
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float rightDistance = Vector3.Distance(rightHand.position, transform.position);
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if (leftDistance > rightDistance) grabHand = rightHand;
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else grabHand = leftHand;
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}
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}
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