Beispiel #1
0
    private bool PickupClosest()
    {
        PickableItem closest         = null;
        float        closestDistance = float.MaxValue;

        foreach (var hovering in connectedHand.CurrentlyHoveringOver)
        {
            if (hovering.Key == null)
            {
                continue;
            }

            float distance = Vector3.Distance(this.transform.position, hovering.Key.transform.position);
            if (distance < closestDistance)
            {
                closestDistance = distance;
                if (hovering.Key.GetType() == typeof(PickableItem))
                {
                    closest = (PickableItem)hovering.Key;
                }
            }
        }

        if (closest != null)
        {
            connectedHand.EndInteraction(closest);
            AddToInventory(closest);
            inventorySound.Play();
            return(true);
        }
        else
        {
            return(false);
        }
    }
 void Update()
 {
     if (swordUI.FireIsDepleted())
     {
         return;
     }
     if (attachedGun.gameObject.activeSelf)
     {
         return;
     }
     if (attachedHand.HoldButtonDown)
     {
         if (attachedHand.CurrentlyInteracting == null)
         {
             VibrateController();
             PrepareShuriken();
             attachedHand.BeginInteraction(instantiatedShuriken.GetComponent <NVRInteractableItem>());
         }
     }
     else if (attachedHand.HoldButtonUp)
     {
         if (attachedHand.CurrentlyInteracting != null)
         {
             if (attachedHand.CurrentlyInteracting.gameObject.CompareTag("Shuriken"))
             {
                 if (instantiatedShuriken != null)
                 {
                     if (attachedHand.CurrentlyInteracting == instantiatedShuriken.GetComponent <NVRInteractableItem>())
                     {
                         VibrateController();
                         attachedHand.EndInteraction(instantiatedShuriken.GetComponent <NVRInteractableItem>());
                         swordUI.DepleteFire(usageCost);
                         instantiatedShuriken.GetComponent <Rigidbody>().AddForce(instantiatedShuriken.GetComponent <Rigidbody>().velocity.normalized);
                         instantiatedShuriken.GetComponent <Shuriken>().SetThrown(true);
                         PlayShurikenNoise();
                         StartCoroutine("ShootShurikens");
                         StartCoroutine("ShootWaitTime");
                     }
                 }
             }
         }
     }
 }
Beispiel #3
0
    /*
     * snapToBolt -
     * Tool colliding with bolt snaps to bolts position with offset.
     * NVR Hand and NVR interactable item functionality is disbaled so only RatchetRotation affects tool.
     * Set bolt's parent to the tool
     * Swich Colliders to sphere collider
     * */
    public void ToolSnapToBolt(Collider col)
    {
        if (CheckToolAndBoltStateForSnap(col))
        {
            if (col.gameObject.GetComponent <Bolt_NVR>().partSize == this.gameObject.GetComponent <Tool>().toolSize)
            {
                col.gameObject.GetComponent <Bolt_NVR>().snappedTool = this.gameObject;
                toolInRotationMode = true;
                snappedObject      = col.gameObject;

                if (OnToolSnappedToBoltEvent != null)
                {
                    Debug.Log("we are oion ");
                    //OnToolSnappedToBoltEvent(this, snappedObject);
                }

                NVRInteractableItem interactableItem = this.gameObject.GetComponent <NVRInteractableItem>();
                interactingControllerRM = interactableItem.AttachedHand.gameObject;

                // turn off the NVRHand on this controller
                // turn off the hand on this controller
                NVRHand hand = interactableItem.AttachedHand.GetComponent <NVRHand>();
                hand.EndInteraction(interactableItem);
                hand.enabled = false;
                interactableItem.EndInteraction(hand);
                interactableItem.enabled = false;

                interactingControllerRM.gameObject.GetComponent <RotationHand_NVR>().currentRotationTool = this.gameObject;

                //Switch Colliders
                this.gameObject.GetComponent <SphereCollider>().enabled  = true;
                this.gameObject.GetComponent <CapsuleCollider>().enabled = false;

                //Set the position of the tool to the bolt
                this.gameObject.transform.position
                    = col.transform.position + col.gameObject.GetComponent <Bolt_NVR>().offsetToolAttach;

                Quaternion Q = new Quaternion();
                Q.eulerAngles = new Vector3(0f, this.transform.rotation.eulerAngles.y, 0f) + snapRotationOffset;
                this.gameObject.transform.rotation = Q;

                this.GetComponent <Rigidbody>().velocity        = Vector3.zero;
                this.GetComponent <Rigidbody>().angularVelocity = Vector3.zero;

                Debug.Log("Finsihsed snapping");
            }
        }
    }
 internal void DeleteObjectAt(NVRHand hand)
 {
     Debug.Log("Deleting object interacting with " + hand);
     if (hand.IsInteracting)
     {
         //DebugSphere(hand.CurrentlyInteracting, "Interacting with");
         NodeObject sphere = hand.CurrentlyInteracting.GetComponent <NodeObject>();
         if (sphere == null)
         {
             Debug.Log("Hand is interacting with something that is not a NodeObject: " + hand.CurrentlyInteracting);
         }
         else
         {
             Debug.Log("Deleting sphere " + sphere);
             hand.EndInteraction(hand.CurrentlyInteracting);
             sphere.Detach();
             Destroy(sphere.gameObject, 0.1f);
         }
     }
     else if (hand.IsHovering)
     {
         Debug.Log("No interacting object, but hand is hovering");
     }
 }