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forked from cgvr/DeltaVR

added cheat keys to teleport player to minigames

This commit is contained in:
2026-02-21 19:40:08 +02:00
parent efd42d3907
commit c968e6bed4
3 changed files with 37 additions and 3 deletions

View File

@@ -1,6 +1,7 @@
### TODO ### TODO
* klaviatuuriga võiks saada teleportida mängijat interactionite algustesse * klaviatuuriga võiks saada teleportida mängijat interactionite algustesse
* quest marker peaks jätma nähtavad noolekesed enda liikumise teele * quest marker peaks jätma nähtavad noolekesed enda liikumise teele
* korralik teleportation minigame'idesse, kasutades TeleportProviderit, nagu button
* igal pool, kus mängija peab rääkima, peaks olema: * igal pool, kus mängija peab rääkima, peaks olema:
* helilained räägitava heli amplituudi põhjal * helilained räägitava heli amplituudi põhjal
* "loading" dünaamiline ikoon kui mängija ootab protsessimise järel * "loading" dünaamiline ikoon kui mängija ootab protsessimise järel

View File

@@ -3,11 +3,15 @@ using System;
using System.Diagnostics; using System.Diagnostics;
using System.IO; using System.IO;
using System.Threading.Tasks; using System.Threading.Tasks;
using Unity.XR.CoreUtils;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
public class ModelGenerationUtils : MonoBehaviour public class ModelGenerationUtils : MonoBehaviour
{ {
public static ModelGenerationUtils Instance { get; private set; } public static ModelGenerationUtils Instance { get; private set; }
public Transform[] minigamePoints;
private void Awake() private void Awake()
{ {
@@ -23,9 +27,38 @@ public class ModelGenerationUtils : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
// For teleporting player to different minigames, used during expos
// No keyboard present (e.g., Quest standalone without a paired keyboard)
if (Keyboard.current == null) return;
if (Keyboard.current.digit1Key.wasPressedThisFrame)
{
XROrigin xrOrigin = FindObjectOfType<XROrigin>(includeInactive: true);
xrOrigin.transform.position = minigamePoints[0].position;
} }
if (Keyboard.current.digit2Key.wasPressedThisFrame)
{
XROrigin xrOrigin = FindObjectOfType<XROrigin>(includeInactive: true);
xrOrigin.transform.position = minigamePoints[1].position;
}
if (Keyboard.current.digit3Key.wasPressedThisFrame)
{
XROrigin xrOrigin = FindObjectOfType<XROrigin>(includeInactive: true);
xrOrigin.transform.position = minigamePoints[2].position;
}
if (Keyboard.current.digit0Key.wasPressedThisFrame)
{
string currentSceneName = SceneManager.GetActiveScene().name;
SceneManager.LoadScene(currentSceneName);
}
}
/** /**
* Generate model by starting a new Python subprocess * Generate model by starting a new Python subprocess
* NOT USED IN LATEST VERSION * NOT USED IN LATEST VERSION