Example #1
0
    public void ToggleSelectedArea()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue, 3.5f);

            if (Physics.Raycast(ray, out hit, 100))
            {
                if (hit.collider.gameObject.tag == "Haptic Region")
                {
                    HardlightCollider haptic = hit.collider.gameObject.GetComponent <HardlightCollider>();

                    if (haptic != null)
                    {
                        Debug.LogFormat("Starting Haptic: Region ID {0}\n", haptic.regionID);
                        five_second_hum.CreateHandle(haptic.regionID).Play();


                        hit.collider.gameObject.GetComponent <MeshRenderer>().material.color = Color.blue;
                        StartCoroutine(ChangeColorDelayed(
                                           hit.collider.gameObject,
                                           new Color(227 / 255f, 227 / 255f, 227 / 255f, 1f),
                                           5.0f));
                    }
                }
            }
        }
    }
Example #2
0
        IEnumerator ColorSuitForTraversal()
        {
            //Save the beginning and end in local scope in case they get changed by additional input (Which could cause some null refs/index out of bounds)
            HardlightCollider           start       = ImpulseOrigin;
            HardlightCollider           destination = ImpulseDestination;
            List <GraphEngine.SuitNode> nodes       = ImpulseGenerator._grapher.Dijkstras(start.regionID, destination.regionID);

            if (nodes != null && nodes.Count > 0)
            {
                //For each step in the traversal
                for (int outter = 0; outter < nodes.Count; outter++)
                {
                    if (nodes[outter] != null)
                    {
                        //Get the corresponding Suit based on the GraphEngine's edge map.
                        HardlightCollider next = GetSuitForNode(nodes[outter]);
                        if (next != null)
                        {
                            //Color that pad for it's effect duration.
                            StartCoroutine(ColorPadForXDuration(next));
                        }
                    }
                    //Wait for next stage of the impulse
                    yield return(new WaitForSeconds(ImpulseDuration / nodes.Count));
                }
            }
        }
        public void PlayDrawnHaptic(HardlightCollider clicked, RaycastHit hit)
        {
            //This could be done more efficiently. It is kept simple to make the code more readible.
            int index = suitObjects.IndexOf(clicked);

            //If the current duration is over.
            if (playingDurations[index] <= 0)
            {
                //We enforce a minimum duration mostly to ensure there is a good visual.
                playingDurations[index] = Mathf.Clamp(Duration, minDuration, float.MaxValue);

                //Color the suit (drawn haptic expiration handles decoloring.
                ColorSuitCollider(clicked, selectedColor);

                //Find where we drew on
                AreaFlag flag = clicked.regionID;

                //Play the last played sequence there.
                LibraryManager.Inst.LastSequence.CreateHandle(flag).Play();

                //When the effects expire, the decoloring is handled there.
                //StartCoroutine(ChangeColorDelayed(
                //	hit.collider.gameObject,
                //	unselectedColor,
                //	Duration));
            }
            else
            {
                //Don't do anything
            }
        }
Example #4
0
        IEnumerator ColorSuitForEmanation()
        {
            //Save the beginning in local scope in case it gets changed by additional input
            HardlightCollider start = ImpulseOrigin;

            //List of Lists
            //Stage 1: The pad clicked
            //Stage 2: One adjacent pad
            //Stage 3: Four pads adjacent to the previous pad
            //Stage 4: A few pads adjacent to last stage
            List <List <GraphEngine.SuitNode> > nodes = ImpulseGenerator._grapher.BFS(start.regionID, (int)Depth);

            if (nodes != null && nodes.Count > 0)
            {
                //For each possible stage
                for (int outter = 0; outter < nodes.Count; outter++)
                {
                    if (nodes[outter] != null && nodes[outter].Count > 0)
                    {
                        //For each node in this stage
                        for (int inner = 0; inner < nodes[outter].Count; inner++)
                        {
                            HardlightCollider next = GetSuitForNode(nodes[outter][inner]);
                            if (next != null)
                            {
                                //Color that pad for the duration of the Effect
                                StartCoroutine(ColorPadForXDuration(next));
                            }
                        }
                    }
                    //Wait for next stage of the impulse
                    yield return(new WaitForSeconds(ImpulseDuration / nodes.Count));
                }
            }
        }
Example #5
0
        void OnTriggerEnter(Collider collider)
        {
            HardlightCollider hit = collider.GetComponent <HardlightCollider>();

            if (hit != null)
            {
                LibraryManager.Inst.LastSequence.CreateHandle(hit.regionID).Play();
            }
        }
Example #6
0
 /// <summary>
 /// Colors a particular suit visual to the labeled color.
 /// Performs a null check on suit first.
 /// </summary>
 /// <param name="suit"></param>
 /// <param name="col"></param>
 protected void ColorSuit(HardlightCollider suit, Color col)
 {
     //This is just sanitization and to make the code more robust.
     if (suit != null)
     {
         //We could easily be more efficient than getting the MeshRenderer each time (like having SuitBodyCollider hold onto a ref to it's MeshRenderer)
         //However this isn't a VR application, so ease of programming/readability is the priority here.
         suit.GetComponent <MeshRenderer>().material.color = col;
     }
 }
Example #7
0
        private void ClickedSuitInTraversalMode(HardlightCollider clicked, RaycastHit hit)
        {
            //None are currently selected
            if (ImpulseOrigin == null)
            {
                //Select first
                ImpulseOrigin = clicked;

                //Mark it as selected
                ColorSuit(clicked, OriginColor);
            }
            //First one is already selected
            else
            {
                //If we click back on the first node.
                if (ImpulseOrigin == clicked)
                {
                    //Unselect First
                    ColorSuit(clicked, unselectedColor);
                    ImpulseOrigin = null;

                    //If we had a destination
                    if (ImpulseDestination != null)
                    {
                        //Clear it.
                        ColorSuit(ImpulseDestination, unselectedColor);
                        ImpulseDestination = null;
                    }
                }
                else
                {
                    //If we had a destination (from last play)
                    if (ImpulseDestination != null)
                    {
                        //Clear it to avoid leaving unnecessary colored nodes
                        ColorSuit(ImpulseDestination, unselectedColor);
                        ImpulseDestination = null;
                    }

                    //Set our destination
                    ImpulseDestination = clicked;
                    ColorSuit(clicked, OriginColor);

                    //Leftover log to see that we're playing from the start to end.
                    //Debug.Log((int)TraversalOrigin.regionID + "\t " + (int)suit.regionID);

                    //Play Impulse from the origin to our brand new destination.
                    ImpulseGenerator.Impulse imp = ImpulseGenerator.BeginTraversingImpulse(ImpulseOrigin.regionID, clicked.regionID);

                    //Then play it
                    ConfigureAndPlayImpulse(imp);
                }
            }
        }
Example #8
0
        HardlightCollider GetSuitForNode(GraphEngine.SuitNode target)
        {
            HardlightCollider suit = null;

            //Get the SuitBodyCollider node where the region IDs match. If multiple match, take the first
            suit = SuitNodes.Where(x => x.regionID == target.Location).First();
            //Yay functional programming

            //This is potentially problematic if you are using a suit model with MULTIPLE flags set for individual locations.
            //It would likely give some inaccurate visuals or have odd error cases.

            //Debug.Log("Asking for " + target.Location.ToString() + "  " + suit.regionID.ToString() + "\n");
            return(suit);
        }
Example #9
0
        public IEnumerator ColorPadForXDuration(HardlightCollider suit, Color targetColor, Color revertColor, float MinDuration = 0.0f)
        {
            //I don't think we need to save this local reference. Just in case.
            HardlightCollider current = suit;

            //You could do a fancy color lerp functionality here...
            ColorSuit(current, targetColor);

            //var duration = Mathf.Clamp(MinDuration, .1f, 100.0f);
            //I clamp this to a min of .1 for user visibility.
            yield return(new WaitForSeconds(MinDuration));

            ColorSuit(current, revertColor);
        }
        public void Collide(Collider col, Vector3 where)
        {
            #region Hit Player
            //Layer 31 is the default haptics layer.
            //This lets us check if what we hit is a 'haptic object' since thats all the Example Projectile wants to hit.
            if (col.gameObject.layer == NSManager.HAPTIC_LAYER)
            {
                //Debug.DrawLine(transform.position, transform.position + Vector3.up * 100, Color.cyan, 15);
                bool hapticCollisionOccurred = false;

                //Is what we hit a Hardlight Suit?
                HardlightSuit body = col.gameObject.GetComponent <HardlightSuit>();

                //We make some assumptions about the impact point.
                //Our projectiles are moving fast, so we keep track of our position last frame (lastPosition) and use that instead of our current one.
                //I won't pretend to know what is best for your game (Desert of Danger uses a highly sophisticated predictive system because the projectiles are nearly hitscan)
                //This demo uses last frame to avoid tunneling and accidentally hitting the back pads.

                //If we hit a suit
                if (body != null)
                {
                    CollideWithBody(body, col, where);
                    hapticCollisionOccurred = true;
                }
                else
                {
                    HardlightCollider individualCollider = col.gameObject.GetComponent <HardlightCollider>();
                    if (individualCollider != null)
                    {
                        CollideWithBody(HardlightSuit.Find(), col, where);

                        //CollideWithHardlightCollider(individualCollider, where);
                        hapticCollisionOccurred = true;
                    }
                }

                if (hapticCollisionOccurred && DestroyAfterCollision)
                {
                    DestroyProjectile(DestroyDelay);
                }
            }
            #endregion
        }
        public override void OnSuitClicked(HardlightCollider clicked, RaycastHit hit)
        {
            Adding = true;

            if (suitObjects.Contains(clicked))
            {
                Adding = false;
                suitObjects.Remove(clicked);
                StartCoroutine(ChangeColorDelayed(
                                   hit.collider.gameObject,
                                   unselectedColor,
                                   0.0f));
            }
            else
            {
                hit.collider.gameObject.GetComponent <MeshRenderer>().material.color = selectedColor;
                suitObjects.Add(clicked);
            }
        }
Example #12
0
        /// <summary>
        /// Colors a pad as playing for the Effect Duratin
        /// </summary>
        /// <param name="suit">The node to color</param>
        /// <returns></returns>
        IEnumerator ColorPadForXDuration(HardlightCollider suit)
        {
            //This function simulates the color of the pad.
            //It doesn't actually track the under-the-hood information of what is/isn't playing
            //That means if you call halt, it will still color despite no haptics.
            //Tools for that functionality are currently in the pipeline.

            //I don't think we need to save this local reference. Just in case.
            HardlightCollider current = suit;

            //You could do a fancy color lerp functionality here...
            ColorSuit(current, selectedColor);

            var duration = Mathf.Clamp(EffectDuration, .1f, 100.0f);

            //I clamp this to a min of .1 for user visibility.
            yield return(new WaitForSeconds(duration));

            //Revert our color
            Color targetColor = (current == ImpulseOrigin || current == ImpulseDestination) ? OriginColor : unselectedColor;

            ColorSuit(current, targetColor);
        }
Example #13
0
        public override void OnSuitClicked(HardlightCollider clicked, RaycastHit hit)
        {
            //Start with which mode this SuitDemo is in

            // Emanation - Start at a point and affect in waves the neighbor pads.
            if (CurrentMode == ImpulseType.Emanating)
            {
                //Debug.Log((int)suit.regionID + "\n");
                ImpulseGenerator.Impulse imp = ImpulseGenerator.BeginEmanatingEffect(clicked.regionID, (int)Depth);
                if (imp != null)
                {
                    ColorSuit(ImpulseOrigin, unselectedColor);
                    //Select first
                    ImpulseOrigin = clicked;

                    ConfigureAndPlayImpulse(imp);
                }
            }
            // Traversing - Start at a point and move in stages to the destination through neighbor pads
            else if (CurrentMode == ImpulseType.Traversing)
            {
                ClickedSuitInTraversalMode(clicked, hit);
            }
        }
Example #14
0
 public override void OnSuitClicking(HardlightCollider clicked, RaycastHit hit)
 {
     Debug.Log("Clicked on " + clicked.name + " with a regionID value of: " + (int)clicked.regionID + "\n");
 }
Example #15
0
 public override void OnSuitClicking(HardlightCollider suit, RaycastHit hit)
 {
 }
Example #16
0
        public override void OnSuitClicked(HardlightCollider clicked, RaycastHit hit)
        {
            //Click to recalibrate Suit

            //Click to play that pad?
        }
        public void GetInput()
        {
            #region [1-9] SuitDemos
            for (int i = 0; i < AllDemos.Length; i++)
            {
                if (AllDemos[i] != null)
                {
                    if (Input.GetKeyDown(AllDemos[i].ActivateHotkey))
                    {
                        SelectSuitDemo(AllDemos[i]);
                    }
                }
            }
            #endregion

            #region [7] Massage Toggle
            if (Input.GetKeyDown(KeyCode.Alpha7))
            {
                ToggleMassage();
            }
            #endregion

            #region [Space] Clear all effects
            if (Input.GetKeyDown(KeyCode.Space))
            {
                ClearAllEffects();
            }
            #endregion

            #region [Arrows] Direction Controls
            bool  moving = false;
            float velVal = 350;

            if ((Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) && myRB.transform.position.x > -Extent)
            {
                myRB.AddForce(Vector3.left * velVal);
            }
            if ((Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) && myRB.transform.position.x < Extent)
            {
                myRB.AddForce(Vector3.right * velVal);
            }
            if ((Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) && myRB.transform.position.y < Extent)
            {
                myRB.AddForce(Vector3.up * velVal);
            }
            if ((Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) && myRB.transform.position.y > -Extent)
            {
                myRB.AddForce(Vector3.down * velVal);
            }

            if (!moving)
            {
                myRB.velocity = Vector3.zero;
            }
            #endregion

            #region Clicking on SuitBodyCollider
            if (Input.GetMouseButtonDown(0))
            {
                //Where the mouse is
                Ray        ray = cam.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;

                //Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue, 3.5f);

                //Raycast to see if we hit
                if (Physics.Raycast(ray, out hit, 100))
                {
                    //Get the clicked SuitBodyCollider
                    HardlightCollider clicked = hit.collider.gameObject.GetComponent <HardlightCollider>();

                    //Assuming there is one
                    if (clicked != null)
                    {
                        //Do whatever our current demo wants to do with that click info.
                        CurrentDemo.OnSuitClicked(clicked, hit);
                    }
                }
            }
            #endregion

            #region Clicking on SuitBodyCollider
            if (Input.GetMouseButton(0))
            {
                //Where the mouse is
                Ray        ray = cam.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;

                //Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue, 3.5f);

                //Raycast to see if we hit
                if (Physics.Raycast(ray, out hit, 100))
                {
                    //Get the clicked SuitBodyCollider
                    HardlightCollider clicked = hit.collider.gameObject.GetComponent <HardlightCollider>();

                    //Assuming there is one
                    if (clicked != null)
                    {
                        //Do whatever our current demo wants to do with that click info.
                        CurrentDemo.OnSuitClicking(clicked, hit);
                    }
                }
            }
            else
            {
                if (CurrentDemo != null)
                {
                    CurrentDemo.OnSuitNoInput();
                }
            }
            #endregion

            #region [Esc] Application Quit Code
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                Application.Quit();
            }
            #endregion
        }
 public override void OnSuitClicking(HardlightCollider clicked, RaycastHit hit)
 {
     PlayDrawnHaptic(clicked, hit);
 }
Example #19
0
 public void ColorSuitCollider(HardlightCollider suitCollider, Color setColor)
 {
     ColorSuitCollider(suitCollider.gameObject, setColor);
 }
Example #20
0
 abstract public void OnSuitClicking(HardlightCollider suit, RaycastHit hit);