forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Collections;
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using UnityEngine.XR.Interaction.Toolkit;
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namespace UnityEngine.XR.Content.Interaction
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{
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    /// <summary>
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    /// This class is responsible to update the claw position and its state.
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    /// The 3 states (NoPrize, TryGrabPrize and ReleasePrize) are coroutines and they update
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    /// the claw speed, particles and the UfoAbductionForce
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    /// <seealso cref="XRJoystick"/> and <seealso cref="XRPushButton"/>
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    /// </summary>
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    public class ClawMachine : MonoBehaviour
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    {
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        [SerializeField]
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        [Tooltip("The claw transform that will be updated and translated")]
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        Transform m_ClawTransform;
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        [SerializeField]
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        [Tooltip("The claw socket used to get the prizes")]
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        XRSocketInteractor m_ClawSocket;
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        [SerializeField]
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        [Tooltip("The component used to apply a force on the prizes")]
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        UfoAbductionForce m_UfoAbductionForce;
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        [SerializeField]
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        [Tooltip("The claw speed when not carrying a prize")]
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        float m_ClawWithoutPrizeSpeed;
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        [SerializeField]
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        [Tooltip("The claw speed when carrying a prize")]
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        float m_ClawWithPrizeSpeed;
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        [SerializeField]
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        [Tooltip("The claw speed when the UfoAbductionForce is enabled")]
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        float m_ClawAbductionSpeed;
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        [SerializeField]
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        [Tooltip("The claw's minimum local position. Used to clamp the claw position")]
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        Vector2 m_MinClawPosition;
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        [SerializeField]
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        [Tooltip("The claw's maximum local position. Used to clamp the claw position")]
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        Vector2 m_MaxClawPosition;
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        [SerializeField]
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        [Tooltip("The Sparklies particle. This particle is activated while the UfoAbductionForce is enabled")]
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        ParticleSystem m_SparkliesParticle;
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        [SerializeField]
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        [Tooltip("The UfoBeam particle. This particle is activated while the PushButton is held down")]
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        ParticleSystem m_UfoBeamParticle;
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        bool m_ButtonPressed;
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        Vector2 m_JoystickValue;
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        void Start()
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        {
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            StartCoroutine(NoPrizeState());
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        }
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        void UpdateClawPosition(float speed)
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        {
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            // Get current claw position
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            var clawPosition = m_ClawTransform.localPosition;
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            // Calculate claw velocity and new position
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            clawPosition += new Vector3(m_JoystickValue.x * speed * Time.deltaTime, 0f,
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                m_JoystickValue.y * speed * Time.deltaTime);
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            // Clamp claw position
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            clawPosition.x = Mathf.Clamp(clawPosition.x, m_MinClawPosition.x, m_MaxClawPosition.x);
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            clawPosition.z = Mathf.Clamp(clawPosition.z, m_MinClawPosition.y, m_MaxClawPosition.y);
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            // Update claw position
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            m_ClawTransform.localPosition = clawPosition;
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        }
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        IEnumerator NoPrizeState()
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        {
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            // Move the claw
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            while (!m_ButtonPressed)
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            {
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                UpdateClawPosition(m_ClawWithoutPrizeSpeed);
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                yield return null;
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            }
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            StartCoroutine(TryGrabPrizeState());
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        }
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        IEnumerator TryGrabPrizeState()
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        {
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            // Start particles, activate the Socket and the UfoAbductionForce
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            m_SparkliesParticle.Play();
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            m_UfoBeamParticle.Play();
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            m_ClawSocket.socketActive = true;
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            m_UfoAbductionForce.enabled = true;
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            // Try get a prize, the claw can still move
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            while (m_ButtonPressed && !m_ClawSocket.hasSelection)
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            {
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                UpdateClawPosition(m_ClawAbductionSpeed);
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                yield return null;
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            }
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            // Disable abduction force and the Sparklies particle
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            m_UfoAbductionForce.enabled = false;
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            m_SparkliesParticle.Stop();
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            StartCoroutine(ReleasePrizeState());
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        }
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        IEnumerator ReleasePrizeState()
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        {
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            // Move the claw
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            while (m_ButtonPressed)
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            {
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                UpdateClawPosition(m_ClawWithPrizeSpeed);
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                yield return null;
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            }
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            // Release the prize and stop the last particle
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            m_ClawSocket.socketActive = false;
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            m_UfoBeamParticle.Stop();
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            StartCoroutine(NoPrizeState());
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        }
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        /// <summary>
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        /// Updates the internal state of the push button used by this class.
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        /// Called by the <c>XRPushButton.OnPress</c> event.
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        /// </summary>
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        public void OnButtonPress()
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        {
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            m_ButtonPressed = true;
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        }
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        /// <summary>
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        /// Updates the internal state of the push button used by this class.
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        /// Called by the <c>XRPushButton.OnRelease</c> event.
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        /// </summary>
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        public void OnButtonRelease()
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        {
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            m_ButtonPressed = false;
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        }
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        /// <summary>
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        /// Gets the X value of the joystick. Called by the <c>XRJoystick.OnValueChangeX</c> event.
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        /// </summary>
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        /// <param name="x">The joystick's X value</param>
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        public void OnJoystickValueChangeX(float x)
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        {
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            m_JoystickValue.x = x;
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        }
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        /// <summary>
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        /// Gets the Y value of the joystick. Called by the <c>XRJoystick.OnValueChangeY</c> event.
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        /// </summary>
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        /// <param name="y">The joystick's Y value</param>
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        public void OnJoystickValueChangeY(float y)
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        {
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            m_JoystickValue.y = y;
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        }
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    }
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}
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