82 lines
2.7 KiB
C#

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