393 lines
12 KiB
C#
393 lines
12 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
|
//
|
|
// Purpose: The bow
|
|
//
|
|
//=============================================================================
|
|
|
|
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Valve.VR.InteractionSystem
|
|
{
|
|
//-------------------------------------------------------------------------
|
|
[RequireComponent( typeof( Interactable ) )]
|
|
public class Longbow : MonoBehaviour
|
|
{
|
|
public enum Handedness { Left, Right };
|
|
|
|
public Handedness currentHandGuess = Handedness.Left;
|
|
private float timeOfPossibleHandSwitch = 0f;
|
|
private float timeBeforeConfirmingHandSwitch = 1.5f;
|
|
private bool possibleHandSwitch = false;
|
|
|
|
public Transform pivotTransform;
|
|
public Transform handleTransform;
|
|
|
|
private Hand hand;
|
|
private ArrowHand arrowHand;
|
|
|
|
public Transform nockTransform;
|
|
public Transform nockRestTransform;
|
|
|
|
public bool autoSpawnArrowHand = true;
|
|
public ItemPackage arrowHandItemPackage;
|
|
public GameObject arrowHandPrefab;
|
|
|
|
public bool nocked;
|
|
public bool pulled;
|
|
|
|
private const float minPull = 0.05f;
|
|
private const float maxPull = 0.5f;
|
|
private float nockDistanceTravelled = 0f;
|
|
private float hapticDistanceThreshold = 0.01f;
|
|
private float lastTickDistance;
|
|
private const float bowPullPulseStrengthLow = 100;
|
|
private const float bowPullPulseStrengthHigh = 500;
|
|
private Vector3 bowLeftVector;
|
|
|
|
public float arrowMinVelocity = 3f;
|
|
public float arrowMaxVelocity = 30f;
|
|
private float arrowVelocity = 30f;
|
|
|
|
private float minStrainTickTime = 0.1f;
|
|
private float maxStrainTickTime = 0.5f;
|
|
private float nextStrainTick = 0;
|
|
|
|
private bool lerpBackToZeroRotation;
|
|
private float lerpStartTime;
|
|
private float lerpDuration = 0.15f;
|
|
private Quaternion lerpStartRotation;
|
|
|
|
private float nockLerpStartTime;
|
|
|
|
private Quaternion nockLerpStartRotation;
|
|
|
|
public float drawOffset = 0.06f;
|
|
|
|
public LinearMapping bowDrawLinearMapping;
|
|
|
|
private Vector3 lateUpdatePos;
|
|
private Quaternion lateUpdateRot;
|
|
|
|
public SoundBowClick drawSound;
|
|
private float drawTension;
|
|
public SoundPlayOneshot arrowSlideSound;
|
|
public SoundPlayOneshot releaseSound;
|
|
public SoundPlayOneshot nockSound;
|
|
|
|
SteamVR_Events.Action newPosesAppliedAction;
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnAttachedToHand( Hand attachedHand )
|
|
{
|
|
hand = attachedHand;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void HandAttachedUpdate( Hand hand )
|
|
{
|
|
// Reset transform since we cheated it right after getting poses on previous frame
|
|
//transform.localPosition = Vector3.zero;
|
|
//transform.localRotation = Quaternion.identity;
|
|
|
|
// Update handedness guess
|
|
EvaluateHandedness();
|
|
|
|
if ( nocked )
|
|
{
|
|
Vector3 nockToarrowHand = ( arrowHand.arrowNockTransform.parent.position - nockRestTransform.position ); // Vector from bow nock transform to arrowhand nock transform - used to align bow when drawing
|
|
|
|
// Align bow
|
|
// Time lerp value used for ramping into drawn bow orientation
|
|
float lerp = Util.RemapNumberClamped( Time.time, nockLerpStartTime, ( nockLerpStartTime + lerpDuration ), 0f, 1f );
|
|
|
|
float pullLerp = Util.RemapNumberClamped( nockToarrowHand.magnitude, minPull, maxPull, 0f, 1f ); // Normalized current state of bow draw 0 - 1
|
|
|
|
Vector3 arrowNockTransformToHeadset = ( ( Player.instance.hmdTransform.position + ( Vector3.down * 0.05f ) ) - arrowHand.arrowNockTransform.parent.position ).normalized;
|
|
Vector3 arrowHandPosition = ( arrowHand.arrowNockTransform.parent.position + ( ( arrowNockTransformToHeadset * drawOffset ) * pullLerp ) ); // Use this line to lerp arrowHand nock position
|
|
//Vector3 arrowHandPosition = arrowHand.arrowNockTransform.position; // Use this line if we don't want to lerp arrowHand nock position
|
|
|
|
Vector3 pivotToString = ( arrowHandPosition - pivotTransform.position ).normalized;
|
|
Vector3 pivotToLowerHandle = ( handleTransform.position - pivotTransform.position ).normalized;
|
|
bowLeftVector = -Vector3.Cross( pivotToLowerHandle, pivotToString );
|
|
pivotTransform.rotation = Quaternion.Lerp( nockLerpStartRotation, Quaternion.LookRotation( pivotToString, bowLeftVector ), lerp );
|
|
|
|
// Move nock position
|
|
if ( Vector3.Dot( nockToarrowHand, -nockTransform.forward ) > 0 )
|
|
{
|
|
float distanceToarrowHand = nockToarrowHand.magnitude * lerp;
|
|
|
|
nockTransform.localPosition = new Vector3( 0f, 0f, Mathf.Clamp( -distanceToarrowHand, -maxPull, 0f ) );
|
|
|
|
nockDistanceTravelled = -nockTransform.localPosition.z;
|
|
|
|
arrowVelocity = Util.RemapNumber( nockDistanceTravelled, minPull, maxPull, arrowMinVelocity, arrowMaxVelocity );
|
|
|
|
drawTension = Util.RemapNumberClamped( nockDistanceTravelled, 0, maxPull, 0f, 1f );
|
|
|
|
this.bowDrawLinearMapping.value = drawTension; // Send drawTension value to LinearMapping script, which drives the bow draw animation
|
|
|
|
if ( nockDistanceTravelled > minPull )
|
|
{
|
|
pulled = true;
|
|
}
|
|
else
|
|
{
|
|
pulled = false;
|
|
}
|
|
|
|
if ( ( nockDistanceTravelled > ( lastTickDistance + hapticDistanceThreshold ) ) || nockDistanceTravelled < ( lastTickDistance - hapticDistanceThreshold ) )
|
|
{
|
|
ushort hapticStrength = (ushort)Util.RemapNumber( nockDistanceTravelled, 0, maxPull, bowPullPulseStrengthLow, bowPullPulseStrengthHigh );
|
|
hand.TriggerHapticPulse( hapticStrength );
|
|
hand.otherHand.TriggerHapticPulse( hapticStrength );
|
|
|
|
drawSound.PlayBowTensionClicks( drawTension );
|
|
|
|
lastTickDistance = nockDistanceTravelled;
|
|
}
|
|
|
|
if ( nockDistanceTravelled >= maxPull )
|
|
{
|
|
if ( Time.time > nextStrainTick )
|
|
{
|
|
hand.TriggerHapticPulse( 400 );
|
|
hand.otherHand.TriggerHapticPulse( 400 );
|
|
|
|
drawSound.PlayBowTensionClicks( drawTension );
|
|
|
|
nextStrainTick = Time.time + Random.Range( minStrainTickTime, maxStrainTickTime );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nockTransform.localPosition = new Vector3( 0f, 0f, 0f );
|
|
|
|
this.bowDrawLinearMapping.value = 0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( lerpBackToZeroRotation )
|
|
{
|
|
float lerp = Util.RemapNumber( Time.time, lerpStartTime, lerpStartTime + lerpDuration, 0, 1 );
|
|
|
|
pivotTransform.localRotation = Quaternion.Lerp( lerpStartRotation, Quaternion.identity, lerp );
|
|
|
|
if ( lerp >= 1 )
|
|
{
|
|
lerpBackToZeroRotation = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public void ArrowReleased()
|
|
{
|
|
nocked = false;
|
|
hand.HoverUnlock( GetComponent<Interactable>() );
|
|
hand.otherHand.HoverUnlock( arrowHand.GetComponent<Interactable>() );
|
|
|
|
if ( releaseSound != null )
|
|
{
|
|
releaseSound.Play();
|
|
}
|
|
|
|
this.StartCoroutine( this.ResetDrawAnim() );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private IEnumerator ResetDrawAnim()
|
|
{
|
|
float startTime = Time.time;
|
|
float startLerp = drawTension;
|
|
|
|
while ( Time.time < ( startTime + 0.02f ) )
|
|
{
|
|
float lerp = Util.RemapNumberClamped( Time.time, startTime, startTime + 0.02f, startLerp, 0f );
|
|
this.bowDrawLinearMapping.value = lerp;
|
|
yield return null;
|
|
}
|
|
|
|
this.bowDrawLinearMapping.value = 0;
|
|
|
|
yield break;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public float GetArrowVelocity()
|
|
{
|
|
return arrowVelocity;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public void StartRotationLerp()
|
|
{
|
|
lerpStartTime = Time.time;
|
|
lerpBackToZeroRotation = true;
|
|
lerpStartRotation = pivotTransform.localRotation;
|
|
|
|
Util.ResetTransform( nockTransform );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public void StartNock( ArrowHand currentArrowHand )
|
|
{
|
|
arrowHand = currentArrowHand;
|
|
hand.HoverLock( GetComponent<Interactable>() );
|
|
nocked = true;
|
|
nockLerpStartTime = Time.time;
|
|
nockLerpStartRotation = pivotTransform.rotation;
|
|
|
|
// Sound of arrow sliding on nock as it's being pulled back
|
|
arrowSlideSound.Play();
|
|
|
|
// Decide which hand we're drawing with and lerp to the correct side
|
|
DoHandednessCheck();
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void EvaluateHandedness()
|
|
{
|
|
var handType = hand.handType;
|
|
|
|
if ( handType == SteamVR_Input_Sources.LeftHand )// Bow hand is further left than arrow hand.
|
|
{
|
|
// We were considering a switch, but the current controller orientation matches our currently assigned handedness, so no longer consider a switch
|
|
if ( possibleHandSwitch && currentHandGuess == Handedness.Left )
|
|
{
|
|
possibleHandSwitch = false;
|
|
}
|
|
|
|
// If we previously thought the bow was right-handed, and were not already considering switching, start considering a switch
|
|
if ( !possibleHandSwitch && currentHandGuess == Handedness.Right )
|
|
{
|
|
possibleHandSwitch = true;
|
|
timeOfPossibleHandSwitch = Time.time;
|
|
}
|
|
|
|
// If we are considering a handedness switch, and it's been this way long enough, switch
|
|
if ( possibleHandSwitch && Time.time > ( timeOfPossibleHandSwitch + timeBeforeConfirmingHandSwitch ) )
|
|
{
|
|
currentHandGuess = Handedness.Left;
|
|
possibleHandSwitch = false;
|
|
}
|
|
}
|
|
else // Bow hand is further right than arrow hand
|
|
{
|
|
// We were considering a switch, but the current controller orientation matches our currently assigned handedness, so no longer consider a switch
|
|
if ( possibleHandSwitch && currentHandGuess == Handedness.Right )
|
|
{
|
|
possibleHandSwitch = false;
|
|
}
|
|
|
|
// If we previously thought the bow was right-handed, and were not already considering switching, start considering a switch
|
|
if ( !possibleHandSwitch && currentHandGuess == Handedness.Left )
|
|
{
|
|
possibleHandSwitch = true;
|
|
timeOfPossibleHandSwitch = Time.time;
|
|
}
|
|
|
|
// If we are considering a handedness switch, and it's been this way long enough, switch
|
|
if ( possibleHandSwitch && Time.time > ( timeOfPossibleHandSwitch + timeBeforeConfirmingHandSwitch ) )
|
|
{
|
|
currentHandGuess = Handedness.Right;
|
|
possibleHandSwitch = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void DoHandednessCheck()
|
|
{
|
|
// Based on our current best guess about hand, switch bow orientation and arrow lerp direction
|
|
if ( currentHandGuess == Handedness.Left )
|
|
{
|
|
pivotTransform.localScale = new Vector3( 1f, 1f, 1f );
|
|
}
|
|
else
|
|
{
|
|
pivotTransform.localScale = new Vector3( 1f, -1f, 1f );
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public void ArrowInPosition()
|
|
{
|
|
DoHandednessCheck();
|
|
|
|
if ( nockSound != null )
|
|
{
|
|
nockSound.Play();
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
public void ReleaseNock()
|
|
{
|
|
// ArrowHand tells us to do this when we release the buttons when bow is nocked but not drawn far enough
|
|
nocked = false;
|
|
hand.HoverUnlock( GetComponent<Interactable>() );
|
|
this.StartCoroutine( this.ResetDrawAnim() );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void ShutDown()
|
|
{
|
|
if ( hand != null && hand.otherHand.currentAttachedObject != null )
|
|
{
|
|
if ( hand.otherHand.currentAttachedObject.GetComponent<ItemPackageReference>() != null )
|
|
{
|
|
if ( hand.otherHand.currentAttachedObject.GetComponent<ItemPackageReference>().itemPackage == arrowHandItemPackage )
|
|
{
|
|
hand.otherHand.DetachObject( hand.otherHand.currentAttachedObject );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnHandFocusLost( Hand hand )
|
|
{
|
|
gameObject.SetActive( false );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnHandFocusAcquired( Hand hand )
|
|
{
|
|
gameObject.SetActive( true );
|
|
OnAttachedToHand( hand );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
private void OnDetachedFromHand( Hand hand )
|
|
{
|
|
Destroy( gameObject );
|
|
}
|
|
|
|
|
|
//-------------------------------------------------
|
|
void OnDestroy()
|
|
{
|
|
ShutDown();
|
|
}
|
|
}
|
|
}
|