holopy3/Assets/SteamVR/InteractionSystem/SnapTurn/SnapTurn.cs

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2020-12-10 14:25:12 +00:00
// Copyright (c) Valve Corporation, All rights reserved. ======================================================================================================
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-----------------------------------------------------------------------------
public class SnapTurn : MonoBehaviour
{
public float snapAngle = 90.0f;
public bool showTurnAnimation = true;
public AudioSource snapTurnSource;
public AudioClip rotateSound;
public GameObject rotateRightFX;
public GameObject rotateLeftFX;
public SteamVR_Action_Boolean snapLeftAction = SteamVR_Input.GetBooleanAction("SnapTurnLeft");
public SteamVR_Action_Boolean snapRightAction = SteamVR_Input.GetBooleanAction("SnapTurnRight");
public bool fadeScreen = true;
public float fadeTime = 0.1f;
public Color screenFadeColor = Color.black;
public float distanceFromFace = 1.3f;
public Vector3 additionalOffset = new Vector3(0, -0.3f, 0);
public static float teleportLastActiveTime;
private bool canRotate = true;
public float canTurnEverySeconds = 0.4f;
private void Start()
{
AllOff();
}
private void AllOff()
{
if (rotateLeftFX != null)
rotateLeftFX.SetActive(false);
if (rotateRightFX != null)
rotateRightFX.SetActive(false);
}
private void Update()
{
Player player = Player.instance;
if (canRotate && snapLeftAction != null && snapRightAction != null && snapLeftAction.activeBinding && snapRightAction.activeBinding)
{
//only allow snap turning after a quarter second after the last teleport
if (Time.time < (teleportLastActiveTime + canTurnEverySeconds))
return;
// only allow snap turning when not holding something
bool rightHandValid = player.rightHand.currentAttachedObject == null ||
(player.rightHand.currentAttachedObject != null
&& player.rightHand.currentAttachedTeleportManager != null
&& player.rightHand.currentAttachedTeleportManager.teleportAllowed);
bool leftHandValid = player.leftHand.currentAttachedObject == null ||
(player.leftHand.currentAttachedObject != null
&& player.leftHand.currentAttachedTeleportManager != null
&& player.leftHand.currentAttachedTeleportManager.teleportAllowed);
bool leftHandTurnLeft = snapLeftAction.GetStateDown(SteamVR_Input_Sources.LeftHand) && leftHandValid;
bool rightHandTurnLeft = snapLeftAction.GetStateDown(SteamVR_Input_Sources.RightHand) && rightHandValid;
bool leftHandTurnRight = snapRightAction.GetStateDown(SteamVR_Input_Sources.LeftHand) && leftHandValid;
bool rightHandTurnRight = snapRightAction.GetStateDown(SteamVR_Input_Sources.RightHand) && rightHandValid;
if (leftHandTurnLeft || rightHandTurnLeft)
{
RotatePlayer(-snapAngle);
}
else if (leftHandTurnRight || rightHandTurnRight)
{
RotatePlayer(snapAngle);
}
}
}
private Coroutine rotateCoroutine;
public void RotatePlayer(float angle)
{
if (rotateCoroutine != null)
{
StopCoroutine(rotateCoroutine);
AllOff();
}
rotateCoroutine = StartCoroutine(DoRotatePlayer(angle));
}
//-----------------------------------------------------
private IEnumerator DoRotatePlayer(float angle)
{
Player player = Player.instance;
canRotate = false;
snapTurnSource.panStereo = angle / 90;
snapTurnSource.PlayOneShot(rotateSound);
if (fadeScreen)
{
SteamVR_Fade.Start(Color.clear, 0);
Color tColor = screenFadeColor;
tColor = tColor.linear * 0.6f;
SteamVR_Fade.Start(tColor, fadeTime);
}
yield return new WaitForSeconds(fadeTime);
Vector3 playerFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess;
player.trackingOriginTransform.position -= playerFeetOffset;
player.transform.Rotate(Vector3.up, angle);
playerFeetOffset = Quaternion.Euler(0.0f, angle, 0.0f) * playerFeetOffset;
player.trackingOriginTransform.position += playerFeetOffset;
GameObject fx = angle > 0 ? rotateRightFX : rotateLeftFX;
if (showTurnAnimation)
ShowRotateFX(fx);
if (fadeScreen)
{
SteamVR_Fade.Start(Color.clear, fadeTime);
}
float startTime = Time.time;
float endTime = startTime + canTurnEverySeconds;
while (Time.time <= endTime)
{
yield return null;
UpdateOrientation(fx);
};
fx.SetActive(false);
canRotate = true;
}
void ShowRotateFX(GameObject fx)
{
if (fx == null)
return;
fx.SetActive(false);
UpdateOrientation(fx);
fx.SetActive(true);
UpdateOrientation(fx);
}
private void UpdateOrientation(GameObject fx)
{
Player player = Player.instance;
//position fx in front of face
this.transform.position = player.hmdTransform.position + (player.hmdTransform.forward * distanceFromFace);
this.transform.rotation = Quaternion.LookRotation(player.hmdTransform.position - this.transform.position, Vector3.up);
this.transform.Translate(additionalOffset, Space.Self);
this.transform.rotation = Quaternion.LookRotation(player.hmdTransform.position - this.transform.position, Vector3.up);
}
}
}