forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			91 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
namespace UnityEngine.XR.Content.UI.Layout
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{
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    /// <summary>
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    /// Component that controls the scale of the GameObject based on the distance from the main camera.
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    /// The distance is divided into zones, and the transform scale is smoothly transitioned when the object moves into a different zone.
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    /// The size of the zones are relative to the viewer's scale.
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    /// </summary>
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    public class ZoneScale : MonoBehaviour
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    {
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        const float k_SmoothTime = 0.3f;
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#pragma warning disable 649
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        [SerializeField]
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        bool m_Clamp;
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        [SerializeField]
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        float m_ClampMax = 10f;
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        [SerializeField]
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        float m_ClampMin = 1f;
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        [SerializeField]
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        float m_ZoneSize = 0.2f;
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        [SerializeField]
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        float m_DefaultScale = 1f;
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#pragma warning restore 649
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        float m_YVelocity;
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        float m_LastScale = 1.0f;
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        bool m_Snap;
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        Transform m_MainCameraTransform;
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        int m_CurrentZone;
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        //IProvidesViewerScale IFunctionalitySubscriber<IProvidesViewerScale>.provider { get; set; }
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        /// <summary>
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        /// Skip the transition interpolation to the target scale immediately
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        /// </summary>
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        public void Snap()
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        {
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            m_Snap = true;
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            SetScaleForCurrentDistance();
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        }
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        void OnEnable()
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        {
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            var mainCamera = Camera.main;
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            if (mainCamera != null)
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                m_MainCameraTransform = mainCamera.transform;
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            Snap();
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        }
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        void LateUpdate()
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        {
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            SetScaleForCurrentDistance();
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        }
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        void SetScaleForCurrentDistance()
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        {
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            if (m_MainCameraTransform == null)
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                return;
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            var cameraPosition = m_MainCameraTransform.position;
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            var deltaToCamera = cameraPosition - transform.position;
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            var adjustedDistance = deltaToCamera.magnitude;
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            var scaledZoneSize = m_ZoneSize * Camera.main.transform.lossyScale.x;
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            var zone = Mathf.CeilToInt(adjustedDistance / scaledZoneSize);
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            var bufferSize = scaledZoneSize * 0.5f;
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            if (adjustedDistance > m_CurrentZone * scaledZoneSize + bufferSize ||
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                adjustedDistance < m_CurrentZone * scaledZoneSize - bufferSize)
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            {
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                m_CurrentZone = zone;
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            }
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            var targetScale = m_CurrentZone * scaledZoneSize;
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            var newScale = m_Snap ? targetScale : Mathf.SmoothDamp(m_LastScale, targetScale, ref m_YVelocity, k_SmoothTime);
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            if (m_Snap)
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                m_Snap = false;
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            if (m_Clamp)
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                newScale = Mathf.Clamp(newScale, m_ClampMin, m_ClampMax);
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            transform.localScale = Vector3.one * (newScale * m_DefaultScale);
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            m_LastScale = newScale;
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        }
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    }
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}
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