forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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75
Assets/XRI_Examples/Global/Scripts/ObjectReset.cs
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75
Assets/XRI_Examples/Global/Scripts/ObjectReset.cs
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using System.Collections.Generic;
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namespace UnityEngine.XR.Content.Interaction
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{
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/// <summary>
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/// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height.
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/// </summary>
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public class ObjectReset : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("Which objects to reset if falling out of range.")]
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List<Transform> m_ObjectsToReset = new List<Transform>();
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[SerializeField]
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[Tooltip("How often to check if objects should be reset.")]
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float m_CheckDuration = 2f;
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readonly List<Pose> m_OriginalPositions = new List<Pose>();
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float m_CheckTimer;
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Start()
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{
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foreach (var currentTransform in m_ObjectsToReset)
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{
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if (currentTransform != null)
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{
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m_OriginalPositions.Add(new Pose(currentTransform.position, currentTransform.rotation));
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}
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else
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{
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Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this);
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m_OriginalPositions.Add(new Pose());
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}
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}
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Update()
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{
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m_CheckTimer -= Time.deltaTime;
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if (m_CheckTimer > 0)
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return;
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m_CheckTimer = m_CheckDuration;
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var resetPlane = transform.position.y;
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for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++)
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{
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var currentTransform = m_ObjectsToReset[transformIndex];
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if (currentTransform == null)
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continue;
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if (currentTransform.position.y < resetPlane)
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{
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currentTransform.SetPositionAndRotation(m_OriginalPositions[transformIndex].position, m_OriginalPositions[transformIndex].rotation);
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var rigidBody = currentTransform.GetComponentInChildren<Rigidbody>();
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if (rigidBody != null)
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{
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rigidBody.velocity = Vector3.zero;
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rigidBody.angularVelocity = Vector3.zero;
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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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