Beispiel #1
0
        // Start interaction
        public void Start(InteractionObject interactionObject, string tag, float fadeInTime, bool interrupt)
        {
            // If not in interaction, set effector positions to their bones
            if (!inInteraction)
            {
                effector.position = effector.bone.position;
                effector.rotation = effector.bone.rotation;
            }
            else if (!interrupt)
            {
                return;
            }

            // Get the InteractionTarget
            target = interactionObject.GetTarget(effectorType, tag);
            if (target == null)
            {
                return;
            }
            interactionTarget = target.GetComponent <InteractionTarget>();

            // Start the interaction
            this.interactionObject = interactionObject;
            if (OnStart != null)
            {
                OnStart(effectorType, interactionObject);
            }

            // Posing the hand/foot
            if (poser != null)
            {
                if (poser.poseRoot == null)
                {
                    poser.weight = 0f;
                }

                if (interactionTarget != null)
                {
                    poser.poseRoot = target.transform;
                }
                else
                {
                    poser.poseRoot = null;
                }

                poser.AutoMapping();
            }

            // Reset internal values
            timer       = 0f;
            weight      = 0f;
            fadeInSpeed = fadeInTime > 0f? 1f / fadeInTime: 1000f;
            length      = interactionObject.length;

            triggered = false;
            released  = false;
            isPaused  = false;

            pickedUp       = false;
            pickUpPosition = Vector3.zero;
            pickUpRotation = Quaternion.identity;

            // Call StartInteraction on the InteractionObject
            interactionObject.StartInteraction(effector.bone);
            if (interactionTarget != null)
            {
                interactionTarget.RotateTo(effector.bone.position);
            }
        }
        // Start interaction
        public bool Start(InteractionObject interactionObject, string tag, float fadeInTime, bool interrupt)
        {
            // If not in interaction, set effector positions to their bones
            if (!inInteraction)
            {
                effector.position = effector.bone.position;;
                effector.rotation = effector.bone.rotation;;
            }
            else
            {
                if (!interrupt)
                {
                    return(false);
                }
            }

            // Get the InteractionTarget
            target = interactionObject.GetTarget(effectorType, tag);
            if (target == null)
            {
                return(false);
            }
            interactionTarget = target.GetComponent <InteractionTarget>();

            // Start the interaction
            this.interactionObject = interactionObject;
            if (interactionSystem.OnInteractionStart != null)
            {
                interactionSystem.OnInteractionStart(effectorType, interactionObject);
            }
            interactionObject.OnStartInteraction(interactionSystem);

            // Cleared triggered events
            triggered.Clear();

            for (int i = 0; i < interactionObject.events.Length; i++)
            {
                triggered.Add(false);
            }

            // Posing the hand/foot
            if (poser != null)
            {
                if (poser.poseRoot == null)
                {
                    poser.weight = 0f;
                }

                if (interactionTarget != null)
                {
                    poser.poseRoot = target.transform;
                }
                else
                {
                    poser.poseRoot = null;
                }

                poser.AutoMapping();
            }

            // See which InteractionObject.WeightCurve.Types are used
            //private bool positionWeightUsed, rotationWeightUsed, pullUsed, reachUsed, pushUsed, pushParentUsed, poserUsed;
            positionWeightUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.PositionWeight);
            rotationWeightUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.RotationWeight);
            pullUsed           = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.Pull);
            reachUsed          = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.Reach);
            pushUsed           = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.Push);
            pushParentUsed     = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.PushParent);
            //poserUsed = interactionObject.CurveUsed(InteractionObject.WeightCurve.Type.PoserWeight);
            StoreDefaults();

            // Reset internal values
            timer       = 0f;
            weight      = 0f;
            fadeInSpeed = fadeInTime > 0f? 1f / fadeInTime: 1000f;
            length      = interactionObject.length;

            isPaused       = false;
            pickedUp       = false;
            pickUpPosition = Vector3.zero;
            pickUpRotation = Quaternion.identity;

            if (interactionTarget != null)
            {
                interactionTarget.RotateTo(effector.bone.position);
            }

            started = true;

            return(true);
        }
Beispiel #3
0
        // Start interaction
        public bool Start(InteractionObject interactionObject, string tag, float fadeInTime, bool interrupt)
        {
            // If not in interaction, set effector positions to their bones
            if (!inInteraction)
            {
                effector.position = effector.bone.position;;
                effector.rotation = effector.bone.rotation;;
            }
            else
            {
                if (!interrupt)
                {
                    return(false);
                }
            }

            // Get the InteractionTarget
            target = interactionObject.GetTarget(effectorType, tag);
            if (target == null)
            {
                return(false);
            }
            interactionTarget = target.GetComponent <InteractionTarget>();

            // Start the interaction
            this.interactionObject = interactionObject;
            if (interactionSystem.OnInteractionStart != null)
            {
                interactionSystem.OnInteractionStart(effectorType, interactionObject);
            }

            // Cleared triggered events
            triggered.Clear();

            for (int i = 0; i < interactionObject.events.Length; i++)
            {
                triggered.Add(false);
            }

            // Posing the hand/foot
            if (poser != null)
            {
                if (poser.poseRoot == null)
                {
                    poser.weight = 0f;
                }

                if (interactionTarget != null)
                {
                    poser.poseRoot = target.transform;
                }
                else
                {
                    poser.poseRoot = null;
                }

                poser.AutoMapping();
            }

            // Reset internal values
            timer       = 0f;
            weight      = 0f;
            fadeInSpeed = fadeInTime > 0f? 1f / fadeInTime: 1000f;
            length      = interactionObject.length;

            isPaused       = false;
            pickedUp       = false;
            pickUpPosition = Vector3.zero;
            pickUpRotation = Quaternion.identity;

            if (interactionTarget != null)
            {
                interactionTarget.RotateTo(effector.bone.position);
            }

            return(true);
        }