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PlayerController.cs
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PlayerController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
public class PlayerController : MonoBehaviour
{
private DoorController[] doorUpdate = new DoorController[2];
Vector2 thumbPos = new Vector2(1f,1f);
bool move = false;
bool rotate = false;
Rigidbody rb;
public Camera hmdCam;
public GameObject debugPlane;
public float movementSpeed;
public float rotationSpeed;
public DoorController[] nearbyDoors;
public DoorController startingDC;
public GameObject[] gameControllers;
private SphereCollider[] controllerColliders;
public Transform footprintTransform;
private float doorNearbyDistance = 4f;
private List<HandController.handCollision> currentColliding = new List<HandController.handCollision>();
public SteamVR_Action_Boolean grab;
// Start is called before the first frame update
void Start()
{
doorUpdate[0] = startingDC;
rb = GetComponent<Rigidbody>();
DoorController[] dcs = FindObjectsOfType(typeof(DoorController)) as DoorController[];
foreach(DoorController dc in dcs)
{
dc.activateRooms(false);
}
startingDC.activateRooms(true);
SphereCollider[] colliders = new SphereCollider[gameControllers.Length];
int i = 0;
foreach (GameObject o in gameControllers)
{
SphereCollider comp = o.GetComponent<SphereCollider>();
if (comp != null)
{
colliders[i] = comp;
i++;
}
}
controllerColliders = new SphereCollider[i];
for (int j = 0; j < i; j++)
{
controllerColliders[j] = colliders[j];
}
}
// Update is called once per frame
void Update()
{
checkKeys();
foreach (DoorController dc in nearbyDoors)
{
if (Vector3.Distance(transform.position, dc.transform.position) < doorNearbyDistance)
{
dc.openDoor();
atDoor(dc);
} else
{
dc.closeDoor();
}
}
}
// Called at a fixed time segment
void FixedUpdate()
{
float movementAmount = thumbPos.y;
Vector3 facing = new Vector3(hmdCam.transform.forward.x, 0f, hmdCam.transform.forward.z);
Vector3 moveDir = new Vector3(facing.x * movementAmount, 0f, facing.z * movementAmount);
footprintTransform.rotation = Quaternion.LookRotation(facing * -1);
if (move)
{
transform.Translate(moveDir * movementSpeed * Time.fixedDeltaTime, Space.World);
//rb.AddForce(moveDir * movementSpeed * Time.fixedDeltaTime);
}
if (rotate)
{
transform.Rotate(0, rotationSpeed * Time.fixedDeltaTime, 0);
}
}
public void addToCurrentColliding(HandController.handCollision col)
{
currentColliding.Add(col);
}
public void removeFromCurrentColliding(HandController.handCollision col)
{
currentColliding.Remove(col);
}
void atDoor(DoorController dc)
{
if (doorUpdate[0] == null)
{
doorUpdate[0] = dc;
doorUpdate[0].activateRooms(true);
return;
}
if (doorUpdate[1] == null)
{
if (doorUpdate[0] == dc)
{
return;
} else
{
doorUpdate[1] = dc;
doorUpdate[0].activateRooms(false);
doorUpdate[1].activateRooms(true);
}
}
if (doorUpdate[1] == dc)
{
return;
} else {
doorUpdate[0] = doorUpdate[1];
doorUpdate[1] = dc;
doorUpdate[0].activateRooms(false);
doorUpdate[1].activateRooms(true);
}
}
void checkKeys()
{
// Key Downs
if (Input.GetKeyDown(KeyCode.W))
{
move = true;
}
if (Input.GetKeyDown(KeyCode.S))
{
move = true;
movementSpeed *= -1;
}
if (Input.GetKeyDown(KeyCode.A))
{
rotate = true;
rotationSpeed *= -1;
}
if (Input.GetKeyDown(KeyCode.D))
{
rotate = true;
}
//Key Ups
if (Input.GetKeyUp(KeyCode.W))
{
move = false;
}
if (Input.GetKeyUp(KeyCode.S))
{
move = false;
movementSpeed *= -1;
}
if (Input.GetKeyUp(KeyCode.A))
{
rotate = false;
rotationSpeed *= -1;
}
if (Input.GetKeyUp(KeyCode.D))
{
rotate = false;
}
}
public void ActionButtonPressed(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed)
{
if (!pressed) return;
foreach (HandController.handCollision c in currentColliding)
{
InteractionInterface interact = c.col.GetComponent<InteractionInterface>();
if (interact != null)
{
interact.interact(true, c.hand);
}
}
}
public void GrabHeld(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed)
{
if (!pressed) return;
foreach (HandController.handCollision c in currentColliding)
{
InteractionInterface interact = c.col.GetComponent<InteractionInterface>();
if (interact != null)
{
interact.grabHeld(c.hand);
}
}
}
public void GrabLiftUp(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed)
{
foreach (HandController.handCollision c in currentColliding)
{
InteractionInterface interact = c.col.GetComponent<InteractionInterface>();
if (interact != null)
{
interact.grabRelease(c.hand);
}
}
}
public void GrabPressedDown(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed)
{
foreach (HandController.handCollision c in currentColliding)
{
InteractionInterface interact = c.col.GetComponent<InteractionInterface>();
if (interact != null)
{
interact.grabPress(c.hand);
}
}
}
public void UpdateThumbPos(Valve.VR.SteamVR_Behaviour_Vector2 beh, SteamVR_Input_Sources src, Vector2 v1, Vector2 v2)
{
this.thumbPos = v1;
}
public void UpdateThumbPressDown(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool pressed)
{
if (pressed)
{
move = true;
}
}
public void UpdateThumbLiftUp(SteamVR_Behaviour_Boolean beh, SteamVR_Input_Sources src, bool lift)
{
if (!lift)
{
move = false;
}
}
}