forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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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