303 lines
8.2 KiB
C#
303 lines
8.2 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
|
//
|
|
// Purpose: The object attached to the player's hand that spawns and fires the
|
|
// arrow
|
|
//
|
|
//=============================================================================
|
|
|
|
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Valve.VR.InteractionSystem
|
|
{
|
|
//-------------------------------------------------------------------------
|
|
public class ArrowHand : MonoBehaviour
|
|
{
|
|
private Hand hand;
|
|
private Longbow bow;
|
|
|
|
private GameObject currentArrow;
|
|
public GameObject arrowPrefab;
|
|
|
|
public Transform arrowNockTransform;
|
|
|
|
public float nockDistance = 0.1f;
|
|
public float lerpCompleteDistance = 0.08f;
|
|
public float rotationLerpThreshold = 0.15f;
|
|
public float positionLerpThreshold = 0.15f;
|
|
|
|
private bool allowArrowSpawn = true;
|
|
private bool nocked;
|
|
private GrabTypes nockedWithType = GrabTypes.None;
|
|
|
|
private bool inNockRange = false;
|
|
private bool arrowLerpComplete = false;
|
|
|
|
public SoundPlayOneshot arrowSpawnSound;
|
|
|
|
private AllowTeleportWhileAttachedToHand allowTeleport = null;
|
|
|
|
public int maxArrowCount = 10;
|
|
private List<GameObject> arrowList;
|
|
|
|
|
|
//-------------------------------------------------
|
|
void Awake()
|
|
{
|
|
allowTeleport = GetComponent<AllowTeleportWhileAttachedToHand>();
|
|
//allowTeleport.teleportAllowed = true;
|
|
allowTeleport.overrideHoverLock = false;
|
|
|
|
arrowList = new List<GameObject>();
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnAttachedToHand( Hand attachedHand )
|
|
{
|
|
hand = attachedHand;
|
|
FindBow();
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private GameObject InstantiateArrow()
|
|
{
|
|
GameObject arrow = Instantiate( arrowPrefab, arrowNockTransform.position, arrowNockTransform.rotation ) as GameObject;
|
|
arrow.name = "Bow Arrow";
|
|
arrow.transform.parent = arrowNockTransform;
|
|
Util.ResetTransform( arrow.transform );
|
|
|
|
arrowList.Add( arrow );
|
|
|
|
while ( arrowList.Count > maxArrowCount )
|
|
{
|
|
GameObject oldArrow = arrowList[0];
|
|
arrowList.RemoveAt( 0 );
|
|
if ( oldArrow )
|
|
{
|
|
Destroy( oldArrow );
|
|
}
|
|
}
|
|
|
|
return arrow;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void HandAttachedUpdate( Hand hand )
|
|
{
|
|
if ( bow == null )
|
|
{
|
|
FindBow();
|
|
}
|
|
|
|
if ( bow == null )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( allowArrowSpawn && ( currentArrow == null ) ) // If we're allowed to have an active arrow in hand but don't yet, spawn one
|
|
{
|
|
currentArrow = InstantiateArrow();
|
|
arrowSpawnSound.Play();
|
|
}
|
|
|
|
float distanceToNockPosition = Vector3.Distance( transform.parent.position, bow.nockTransform.position );
|
|
|
|
// If there's an arrow spawned in the hand and it's not nocked yet
|
|
if ( !nocked )
|
|
{
|
|
// If we're close enough to nock position that we want to start arrow rotation lerp, do so
|
|
if ( distanceToNockPosition < rotationLerpThreshold )
|
|
{
|
|
float lerp = Util.RemapNumber( distanceToNockPosition, rotationLerpThreshold, lerpCompleteDistance, 0, 1 );
|
|
|
|
arrowNockTransform.rotation = Quaternion.Lerp( arrowNockTransform.parent.rotation, bow.nockRestTransform.rotation, lerp );
|
|
}
|
|
else // Not close enough for rotation lerp, reset rotation
|
|
{
|
|
arrowNockTransform.localRotation = Quaternion.identity;
|
|
}
|
|
|
|
// If we're close enough to the nock position that we want to start arrow position lerp, do so
|
|
if ( distanceToNockPosition < positionLerpThreshold )
|
|
{
|
|
float posLerp = Util.RemapNumber( distanceToNockPosition, positionLerpThreshold, lerpCompleteDistance, 0, 1 );
|
|
|
|
posLerp = Mathf.Clamp( posLerp, 0f, 1f );
|
|
|
|
arrowNockTransform.position = Vector3.Lerp( arrowNockTransform.parent.position, bow.nockRestTransform.position, posLerp );
|
|
}
|
|
else // Not close enough for position lerp, reset position
|
|
{
|
|
arrowNockTransform.position = arrowNockTransform.parent.position;
|
|
}
|
|
|
|
|
|
// Give a haptic tick when lerp is visually complete
|
|
if ( distanceToNockPosition < lerpCompleteDistance )
|
|
{
|
|
if ( !arrowLerpComplete )
|
|
{
|
|
arrowLerpComplete = true;
|
|
hand.TriggerHapticPulse( 500 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( arrowLerpComplete )
|
|
{
|
|
arrowLerpComplete = false;
|
|
}
|
|
}
|
|
|
|
// Allow nocking the arrow when controller is close enough
|
|
if ( distanceToNockPosition < nockDistance )
|
|
{
|
|
if ( !inNockRange )
|
|
{
|
|
inNockRange = true;
|
|
bow.ArrowInPosition();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( inNockRange )
|
|
{
|
|
inNockRange = false;
|
|
}
|
|
}
|
|
|
|
GrabTypes bestGrab = hand.GetBestGrabbingType(GrabTypes.Pinch, true);
|
|
|
|
// If arrow is close enough to the nock position and we're pressing the trigger, and we're not nocked yet, Nock
|
|
if ( ( distanceToNockPosition < nockDistance ) && bestGrab != GrabTypes.None && !nocked )
|
|
{
|
|
if ( currentArrow == null )
|
|
{
|
|
currentArrow = InstantiateArrow();
|
|
}
|
|
|
|
nocked = true;
|
|
nockedWithType = bestGrab;
|
|
bow.StartNock( this );
|
|
hand.HoverLock( GetComponent<Interactable>() );
|
|
allowTeleport.teleportAllowed = false;
|
|
currentArrow.transform.parent = bow.nockTransform;
|
|
Util.ResetTransform( currentArrow.transform );
|
|
Util.ResetTransform( arrowNockTransform );
|
|
}
|
|
}
|
|
|
|
|
|
// If arrow is nocked, and we release the trigger
|
|
if ( nocked && hand.IsGrabbingWithType(nockedWithType) == false )
|
|
{
|
|
if ( bow.pulled ) // If bow is pulled back far enough, fire arrow, otherwise reset arrow in arrowhand
|
|
{
|
|
FireArrow();
|
|
}
|
|
else
|
|
{
|
|
arrowNockTransform.rotation = currentArrow.transform.rotation;
|
|
currentArrow.transform.parent = arrowNockTransform;
|
|
Util.ResetTransform( currentArrow.transform );
|
|
nocked = false;
|
|
nockedWithType = GrabTypes.None;
|
|
bow.ReleaseNock();
|
|
hand.HoverUnlock( GetComponent<Interactable>() );
|
|
allowTeleport.teleportAllowed = true;
|
|
}
|
|
|
|
bow.StartRotationLerp(); // Arrow is releasing from the bow, tell the bow to lerp back to controller rotation
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnDetachedFromHand( Hand hand )
|
|
{
|
|
Destroy( gameObject );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void FireArrow()
|
|
{
|
|
currentArrow.transform.parent = null;
|
|
|
|
Arrow arrow = currentArrow.GetComponent<Arrow>();
|
|
arrow.shaftRB.isKinematic = false;
|
|
arrow.shaftRB.useGravity = true;
|
|
arrow.shaftRB.transform.GetComponent<BoxCollider>().enabled = true;
|
|
|
|
arrow.arrowHeadRB.isKinematic = false;
|
|
arrow.arrowHeadRB.useGravity = true;
|
|
arrow.arrowHeadRB.transform.GetComponent<BoxCollider>().enabled = true;
|
|
|
|
arrow.arrowHeadRB.AddForce( currentArrow.transform.forward * bow.GetArrowVelocity(), ForceMode.VelocityChange );
|
|
arrow.arrowHeadRB.AddTorque( currentArrow.transform.forward * 10 );
|
|
|
|
nocked = false;
|
|
nockedWithType = GrabTypes.None;
|
|
|
|
currentArrow.GetComponent<Arrow>().ArrowReleased( bow.GetArrowVelocity() );
|
|
bow.ArrowReleased();
|
|
|
|
allowArrowSpawn = false;
|
|
Invoke( "EnableArrowSpawn", 0.5f );
|
|
StartCoroutine( ArrowReleaseHaptics() );
|
|
|
|
currentArrow = null;
|
|
allowTeleport.teleportAllowed = true;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void EnableArrowSpawn()
|
|
{
|
|
allowArrowSpawn = true;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private IEnumerator ArrowReleaseHaptics()
|
|
{
|
|
yield return new WaitForSeconds( 0.05f );
|
|
|
|
hand.otherHand.TriggerHapticPulse( 1500 );
|
|
yield return new WaitForSeconds( 0.05f );
|
|
|
|
hand.otherHand.TriggerHapticPulse( 800 );
|
|
yield return new WaitForSeconds( 0.05f );
|
|
|
|
hand.otherHand.TriggerHapticPulse( 500 );
|
|
yield return new WaitForSeconds( 0.05f );
|
|
|
|
hand.otherHand.TriggerHapticPulse( 300 );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnHandFocusLost( Hand hand )
|
|
{
|
|
gameObject.SetActive( false );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnHandFocusAcquired( Hand hand )
|
|
{
|
|
gameObject.SetActive( true );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void FindBow()
|
|
{
|
|
bow = hand.otherHand.GetComponentInChildren<Longbow>();
|
|
}
|
|
}
|
|
}
|