forked from cgvr/DeltaVR
76 lines
2.2 KiB
C#
76 lines
2.2 KiB
C#
using UnityEngine;
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using DG.Tweening;
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public class PenWriter : MonoBehaviour
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{
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[Header("Assign the transform that moves up/down (pen or tip root)")]
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public Transform pen; // If null, uses this.transform
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[Header("Motion Settings")]
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[Min(0f)] public float minDown = 0.2f; // minimum down stroke depth (in local units)
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[Min(0f)] public float maxDown = 0.6f; // maximum down stroke depth
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[Min(0f)] public float minDur = 0.04f; // min duration per tap
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[Min(0f)] public float maxDur = 0.10f; // max duration per tap
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[Range(0f, 1f)] public float upFraction = 0.35f; // fraction of tap duration for the up motion (snappy up)
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private Vector3 localUpAxis;
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private Vector3 baseLocalPos;
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private bool writing;
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void Awake()
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{
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if (!pen) pen = transform;
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baseLocalPos = pen.localPosition;
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localUpAxis = transform.InverseTransformDirection(Vector3.up);
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}
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public void StartWriting()
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{
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if (writing) return;
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writing = true;
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// Ensure any previous tweens are stopped and we reset to rest
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DOTween.Kill(pen, complete: false);
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pen.localPosition = baseLocalPos;
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// We’ll add a callback that keeps enqueuing the next tap until stopped
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EnqueueNextTap();
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}
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public void StopWriting(bool snapToRest = true)
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{
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writing = false;
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DOTween.Kill(pen);
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if (snapToRest)
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pen.localPosition = baseLocalPos;
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else
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{
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// Smoothly return to rest
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pen.DOLocalMove(baseLocalPos, 0.08f)
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.SetEase(Ease.OutSine);
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}
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}
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private void EnqueueNextTap()
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{
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if (!writing) return;
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float depth = Random.Range(minDown, maxDown);
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float dur = Random.Range(minDur, maxDur);
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Vector3 downPos = baseLocalPos - localUpAxis * depth;
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float upDur = Mathf.Max(0.01f, dur * upFraction);
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float downDur = Mathf.Max(0.01f, dur - upDur);
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// Down (contact), then Up (lift)
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pen.DOLocalMove(downPos, downDur).OnComplete(() =>
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{
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pen.DOLocalMove(baseLocalPos, upDur).OnComplete(() =>
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{
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if (writing) EnqueueNextTap();
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});
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});
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}
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} |