forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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118
Assets/XRI_Examples/Props/Scripts/Unbreakable.cs
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118
Assets/XRI_Examples/Props/Scripts/Unbreakable.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace UnityEngine.XR.Content.Interaction
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{
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/// <summary>
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/// Rewinds positional changes made this object and its children to restore it back to a 'complete' object
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/// </summary>
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public class Unbreakable : MonoBehaviour
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{
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[Serializable] public class RestoreEvent : UnityEvent<GameObject> { }
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[SerializeField]
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[Tooltip("How long to wait before rewinding the object's motion.")]
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float m_RestTime = 1.0f;
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[SerializeField]
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[Tooltip("How long to spend restoring the object.")]
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float m_RestoreTime = 2.0f;
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[SerializeField]
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[Tooltip("A 'non broken' object to replace this object with when motion rewinding is complete.")]
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GameObject m_RestoredVersion;
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[SerializeField]
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[Tooltip("Events to fire when the 'non broken' object is restored.")]
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RestoreEvent m_OnRestore = new RestoreEvent();
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bool m_Resting = true;
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float m_Timer = 0.0f;
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bool m_Restored = false;
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struct ChildPoses
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{
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internal Pose m_StartPose;
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internal Pose m_EndPose;
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}
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Dictionary<Transform, ChildPoses> m_ChildPoses = new Dictionary<Transform, ChildPoses>();
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List<Transform> m_ChildTransforms = new List<Transform>();
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/// <summary>
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/// Events to fire when the 'non broken' object is restored.
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/// </summary>
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public RestoreEvent onRestore => m_OnRestore;
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void Start()
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{
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// Go through all children
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GetComponentsInChildren(m_ChildTransforms);
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// Cache their start positions
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foreach (var child in m_ChildTransforms)
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{
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m_ChildPoses.Add(child, new ChildPoses { m_StartPose = new Pose(child.position, child.rotation) });
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}
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}
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void Update()
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{
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if (m_Restored)
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return;
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// Phase 1 - wait to rewind
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// Phase 2 - rewind all positions, using a an inverse quadratic curve
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// Phase 3 - replace object, destroy this one
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m_Timer += Time.deltaTime;
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if (m_Resting)
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{
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if (m_Timer > m_RestTime)
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{
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m_Timer = 0.0f;
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m_Resting = false;
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foreach (var child in m_ChildTransforms)
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{
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if (child == null)
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continue;
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var poses = m_ChildPoses[child];
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poses.m_EndPose = new Pose(child.position, child.rotation);
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m_ChildPoses[child] = poses;
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}
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}
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}
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else
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{
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var timePercent = m_Timer / m_RestoreTime;
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if (timePercent > 1.0f)
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{
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m_Restored = true;
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var restoredVersion = Instantiate(m_RestoredVersion, transform.position, transform.rotation);
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m_OnRestore.Invoke(restoredVersion);
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Destroy(gameObject);
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}
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else
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{
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timePercent = 1.0f - ((1.0f - timePercent) * (1.0f - timePercent));
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foreach (var child in m_ChildTransforms)
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{
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if (child == null)
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continue;
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var poses = m_ChildPoses[child];
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var lerpedPosition = Vector3.Lerp(poses.m_EndPose.position, poses.m_StartPose.position, timePercent);
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var lerpedRotation = Quaternion.Slerp(poses.m_EndPose.rotation, poses.m_StartPose.rotation, timePercent);
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child.position = lerpedPosition;
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child.rotation = lerpedRotation;
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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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