forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			148 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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namespace UnityEngine.XR.Content.Walkthrough
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{
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    /// <summary>
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    /// Defines a walkthrough - a series of steps gated by triggers
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    /// </summary>
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    public class Walkthrough : MonoBehaviour
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    {
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#pragma warning disable 649
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        [SerializeField]
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        [Tooltip("The name of this walkthrough - for reference by UI")]
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        string m_WalkthroughName;
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        [SerializeField]
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        [Tooltip("All of the steps this walkthrough requires, in order")]
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        WalkthroughStep[] m_Steps;
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        [SerializeField]
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        GameObject m_Waypoint;
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        [SerializeField]
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        GameObject m_WaypointLink;
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        [SerializeField]
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        bool m_LoopOnComplete = false;
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#pragma warning restore 649
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        /// <summary>
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        /// The name of the walkthrough experience
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        /// </summary>
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        public string walkthroughName => m_WalkthroughName;
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        /// <summary>
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        /// All of the steps this walkthrough requires, in order
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        /// </summary>
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        public WalkthroughStep[] steps => m_Steps;
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        /// <summary>
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        /// The currently active step of the walkthrough
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        /// </summary>
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        public int currentStep { get; private set; } = 0;
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        /// <summary>
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        /// Event that is raised whenever the state of the walkthrough has changed.
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        /// </summary>
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        public Action walkthroughChangedCallback;
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        /// <summary>
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        /// Shifts to another step of the walkthrough
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        /// </summary>
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        /// <param name="stepIndex">The step to make active</param>
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        /// <param name="autoProgressIfComplete">If true, allows for skipping to the subsequent step if the current one is already complete.</param>
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        public void SkipToStep(int stepIndex, bool autoProgressIfComplete)
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        {
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            // Ignore invalid indices and no-ops
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            if (stepIndex < 0 || stepIndex >= m_Steps.Length || stepIndex == currentStep)
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                return;
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            // If any steps between our current step and the next are incomplete and block progression, we do not allow skipping to occur. This prevents
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            // problems like skipping to a step where relocalization has not yet occurred.
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            if (stepIndex > currentStep)
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            {
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                for (var testStepIndex = currentStep; testStepIndex < stepIndex; testStepIndex++)
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                {
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                    var testStep = m_Steps[testStepIndex];
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                    if (!testStep.canSkip)
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                    {
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                        Debug.LogWarning($"Can't skip past incomplete step {testStep.name}");
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                        walkthroughChangedCallback?.Invoke();
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                        return;
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                    }
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                }
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            }
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            // If a valid step is already being displayed, set it back to inactive now
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            if (currentStep >= 0 && currentStep < m_Steps.Length)
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                m_Steps[currentStep].CancelStep();
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            currentStep = stepIndex;
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            m_Steps[currentStep].StartStep(OnStepComplete, autoProgressIfComplete);
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            walkthroughChangedCallback?.Invoke();
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        }
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        public void SkipToStep(int stepIndex)
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        {
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            SkipToStep(stepIndex, false);
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        }
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        void Awake()
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        {
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            int stepIndex = 1;
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            // We ensure each walkthrough step is ready to work (as we can't ensure components are waking in a determined order), then start the first step
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            foreach (var step in m_Steps)
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            {
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                step.Initialize();
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                var waypoint = Instantiate(m_Waypoint, step.gameObject.transform);
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                waypoint.transform.localPosition = Vector3.zero;
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                waypoint.transform.rotation = Quaternion.identity;
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                var waypointText = waypoint.GetComponentInChildren<TMPro.TMP_Text>();
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                waypointText.text = stepIndex.ToString();
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                step.waypoint = waypoint;
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                if (stepIndex > 1)
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                {
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                    var link = Instantiate(m_WaypointLink, step.gameObject.transform);
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                    link.transform.localPosition = Vector3.zero;
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                    link.transform.rotation = Quaternion.identity;
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                    var linkCurve = link.GetComponentInChildren<WaypointCurve>();
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                    linkCurve.start = m_Steps[stepIndex - 2].gameObject.transform.position;
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                    linkCurve.end = m_Steps[stepIndex - 1].gameObject.transform.position;
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                    step.link = link;
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                }
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                stepIndex++;
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            }
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            if (m_Steps != null && m_Steps.Length > 0)
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                m_Steps[currentStep].StartStep(OnStepComplete);
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            walkthroughChangedCallback?.Invoke();
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        }
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        void OnStepComplete(bool autoProgress)
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        {
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            // We still call the changed callback even if we are not auto-progressing, as some UI may want to update labels or controls
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            if (!autoProgress)
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            {
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                walkthroughChangedCallback?.Invoke();
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                return;
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            }
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            // If we are auto-progressing, increment the step index and start the process again
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            currentStep++;
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            if (m_LoopOnComplete && currentStep >= m_Steps.Length)
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                currentStep = 0;
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            if (m_Steps == null || currentStep >= m_Steps.Length)
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                return;
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            m_Steps[currentStep].StartStep(OnStepComplete);
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            walkthroughChangedCallback?.Invoke();
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        }
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    }
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}
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