forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
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{
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/// <summary>
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/// Use this class to mediate the controllers and their associated interactors and input actions under different interaction states.
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/// </summary>
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[AddComponentMenu("XR/Action Based Controller Manager")]
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[DefaultExecutionOrder(k_UpdateOrder)]
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public class ActionBasedControllerManager : MonoBehaviour
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{
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/// <summary>
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/// Order when instances of type <see cref="ActionBasedControllerManager"/> are updated.
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/// </summary>
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/// <remarks>
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/// Executes before controller components to ensure input processors can be attached
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/// to input actions and/or bindings before the controller component reads the current
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/// values of the input actions.
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/// </remarks>
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public const int k_UpdateOrder = XRInteractionUpdateOrder.k_Controllers - 1;
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[Space]
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[Header("Interactors")]
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[SerializeField]
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[Tooltip("The GameObject containing the interaction group used for direct and distant manipulation.")]
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XRInteractionGroup m_ManipulationInteractionGroup;
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[SerializeField]
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[Tooltip("The GameObject containing the interactor used for direct manipulation.")]
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XRDirectInteractor m_DirectInteractor;
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[SerializeField]
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[Tooltip("The GameObject containing the interactor used for distant/ray manipulation.")]
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XRRayInteractor m_RayInteractor;
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[SerializeField]
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[Tooltip("The GameObject containing the interactor used for teleportation.")]
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XRRayInteractor m_TeleportInteractor;
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[Space]
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[Header("Controller Actions")]
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[SerializeField]
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[Tooltip("The reference to the action to start the teleport aiming mode for this controller.")]
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InputActionReference m_TeleportModeActivate;
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[SerializeField]
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[Tooltip("The reference to the action to cancel the teleport aiming mode for this controller.")]
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InputActionReference m_TeleportModeCancel;
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[SerializeField]
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[Tooltip("The reference to the action of continuous turning the XR Origin with this controller.")]
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InputActionReference m_Turn;
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[SerializeField]
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[Tooltip("The reference to the action of snap turning the XR Origin with this controller.")]
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InputActionReference m_SnapTurn;
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[SerializeField]
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[Tooltip("The reference to the action of moving the XR Origin with this controller.")]
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InputActionReference m_Move;
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[Space]
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[Header("Locomotion Settings")]
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[SerializeField]
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[Tooltip("If true, continuous movement will be enabled. If false, teleport will enabled.")]
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bool m_SmoothMotionEnabled;
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[SerializeField]
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[Tooltip("If true, continuous turn will be enabled. If false, snap turn will be enabled. Note: If smooth motion is enabled and enable strafe is enabled on the continuous move provider, turn will be overriden in favor of strafe.")]
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bool m_SmoothTurnEnabled;
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public bool smoothMotionEnabled
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{
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get => m_SmoothMotionEnabled;
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set
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{
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m_SmoothMotionEnabled = value;
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UpdateLocomotionActions();
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}
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}
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public bool smoothTurnEnabled
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{
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get => m_SmoothTurnEnabled;
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set
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{
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m_SmoothTurnEnabled = value;
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UpdateLocomotionActions();
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}
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}
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bool m_Teleporting;
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/// <summary>
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/// Temporary scratch list to populate with the group members of the interaction group.
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/// </summary>
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static readonly List<IXRGroupMember> s_GroupMembers = new List<IXRGroupMember>();
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// For our input mediation, we are enforcing a few rules between direct, ray, and teleportation interaction:
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// 1. If the Teleportation Ray is engaged, the Ray interactor is disabled
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// 2. The interaction group ensures that the Direct and Ray interactors cannot interact at the same time, with the Direct interactor taking priority
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// 3. If the Ray interactor is selecting, all locomotion controls are disabled (teleport ray, move, and turn controls) to prevent input collision
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void SetupInteractorEvents()
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{
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if (m_RayInteractor != null)
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{
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m_RayInteractor.selectEntered.AddListener(OnRaySelectEntered);
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m_RayInteractor.selectExited.AddListener(OnRaySelectExited);
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}
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var teleportModeActivateAction = GetInputAction(m_TeleportModeActivate);
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if (teleportModeActivateAction != null)
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{
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teleportModeActivateAction.performed += OnStartTeleport;
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teleportModeActivateAction.canceled += OnCancelTeleport;
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}
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var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
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if (teleportModeCancelAction != null)
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{
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teleportModeCancelAction.performed += OnCancelTeleport;
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}
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}
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void TeardownInteractorEvents()
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{
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if (m_RayInteractor != null)
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{
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m_RayInteractor.selectEntered.RemoveListener(OnRaySelectEntered);
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m_RayInteractor.selectExited.RemoveListener(OnRaySelectExited);
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}
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var teleportModeActivateAction = GetInputAction(m_TeleportModeActivate);
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if (teleportModeActivateAction != null)
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{
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teleportModeActivateAction.performed -= OnStartTeleport;
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teleportModeActivateAction.canceled -= OnCancelTeleport;
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}
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var teleportModeCancelAction = GetInputAction(m_TeleportModeCancel);
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if (teleportModeCancelAction != null)
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{
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teleportModeCancelAction.performed -= OnCancelTeleport;
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}
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}
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void OnStartTeleport(InputAction.CallbackContext context)
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{
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m_Teleporting = true;
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if (m_TeleportInteractor != null)
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m_TeleportInteractor.gameObject.SetActive(true);
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RayInteractorUpdate();
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}
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void OnCancelTeleport(InputAction.CallbackContext context)
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{
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m_Teleporting = false;
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// Do not deactivate the teleport interactor in this callback.
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// We delay turning off the teleport interactor in this callback so that
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// the teleport interactor has a chance to complete the teleport if needed.
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// OnAfterInteractionEvents will handle deactivating its GameObject.
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RayInteractorUpdate();
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}
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void RayInteractorUpdate()
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{
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if (m_RayInteractor != null)
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m_RayInteractor.gameObject.SetActive(!m_Teleporting);
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}
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void OnRaySelectEntered(SelectEnterEventArgs args)
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{
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// Disable locomotion and turn actions
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DisableLocomotionActions();
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}
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void OnRaySelectExited(SelectExitEventArgs args)
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{
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// Re-enable the locomotion and turn actions
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UpdateLocomotionActions();
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}
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protected void Awake()
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{
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// Start the coroutine that executes code after the Update phase (during yield null).
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// This routine is started during Awake to ensure the code after
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// the first yield will execute after Update but still on the first frame.
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// If started in Start, Unity would not resume execution until the second frame.
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// See https://docs.unity3d.com/Manual/ExecutionOrder.html
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StartCoroutine(OnAfterInteractionEvents());
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}
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protected void OnEnable()
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{
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if (m_TeleportInteractor != null)
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m_TeleportInteractor.gameObject.SetActive(false);
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SetupInteractorEvents();
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}
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protected void OnDisable()
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{
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TeardownInteractorEvents();
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}
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protected void Start()
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{
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// Ensure the enabled state of locomotion and turn actions are properly set up.
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// Called in Start so it is done after the InputActionManager enables all input actions earlier in OnEnable.
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UpdateLocomotionActions();
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if (m_ManipulationInteractionGroup == null)
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{
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Debug.LogError("Missing required Manipulation Interaction Group reference. Use the Inspector window to assign the XR Interaction Group component reference.", this);
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return;
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}
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// Ensure interactors are properly set up in the interaction group by adding
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// them if necessary and ordering Direct before Ray interactor.
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var directInteractorIndex = -1;
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var rayInteractorIndex = -1;
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m_ManipulationInteractionGroup.GetGroupMembers(s_GroupMembers);
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for (var i = 0; i < s_GroupMembers.Count; ++i)
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{
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var groupMember = s_GroupMembers[i];
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if (ReferenceEquals(groupMember, m_DirectInteractor))
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directInteractorIndex = i;
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else if (ReferenceEquals(groupMember, m_RayInteractor))
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rayInteractorIndex = i;
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}
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if (directInteractorIndex < 0)
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{
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// Must add Direct interactor to group, and make sure it is ordered before the Ray interactor
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if (rayInteractorIndex < 0)
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{
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// Must add Ray interactor to group
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m_ManipulationInteractionGroup.AddGroupMember(m_DirectInteractor);
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m_ManipulationInteractionGroup.AddGroupMember(m_RayInteractor);
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}
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else
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{
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m_ManipulationInteractionGroup.MoveGroupMemberTo(m_DirectInteractor, rayInteractorIndex);
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}
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}
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else
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{
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if (rayInteractorIndex < 0)
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{
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// Must add Ray interactor to group
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m_ManipulationInteractionGroup.AddGroupMember(m_RayInteractor);
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}
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else
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{
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// Must make sure Direct interactor is ordered before the Ray interactor
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if (rayInteractorIndex < directInteractorIndex)
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{
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m_ManipulationInteractionGroup.MoveGroupMemberTo(m_DirectInteractor, rayInteractorIndex);
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}
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}
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}
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}
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IEnumerator OnAfterInteractionEvents()
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{
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// Avoid comparison to null each frame since that operation is somewhat expensive
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if (m_TeleportInteractor == null)
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yield break;
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while (true)
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{
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// Yield so this coroutine is resumed after the teleport interactor
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// has a chance to process its select interaction event.
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yield return null;
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if (!m_Teleporting && m_TeleportInteractor.gameObject.activeSelf)
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m_TeleportInteractor.gameObject.SetActive(false);
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}
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}
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void UpdateLocomotionActions()
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{
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// Disable/enable Teleport and Turn when Move is enabled/disabled.
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SetEnabled(m_Move, m_SmoothMotionEnabled);
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SetEnabled(m_TeleportModeActivate, !m_SmoothMotionEnabled);
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SetEnabled(m_TeleportModeCancel, !m_SmoothMotionEnabled);
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// Disable ability to turn when using continuous movement
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SetEnabled(m_Turn, !m_SmoothMotionEnabled && m_SmoothTurnEnabled);
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SetEnabled(m_SnapTurn, !m_SmoothMotionEnabled && !m_SmoothTurnEnabled);
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}
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void DisableLocomotionActions()
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{
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DisableAction(m_Move);
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DisableAction(m_TeleportModeActivate);
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DisableAction(m_TeleportModeCancel);
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DisableAction(m_Turn);
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DisableAction(m_SnapTurn);
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}
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static void SetEnabled(InputActionReference actionReference, bool enabled)
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{
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if (enabled)
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EnableAction(actionReference);
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else
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DisableAction(actionReference);
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}
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static void EnableAction(InputActionReference actionReference)
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{
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var action = GetInputAction(actionReference);
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if (action != null && !action.enabled)
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action.Enable();
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}
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static void DisableAction(InputActionReference actionReference)
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{
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var action = GetInputAction(actionReference);
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if (action != null && action.enabled)
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action.Disable();
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}
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static InputAction GetInputAction(InputActionReference actionReference)
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{
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#pragma warning disable IDE0031 // Use null propagation -- Do not use for UnityEngine.Object types
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return actionReference != null ? actionReference.action : null;
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#pragma warning restore IDE0031
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}
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}
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}
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