Exemple #1
0
        void OnGUI()
        {
            if (interactionSystem == null)
            {
                return;
            }

            if (GUILayout.Button("Start Interaction With " + interactionObject.name))
            {
                if (effectors.Length == 0)
                {
                    Debug.Log("Please select the effectors to interact with.");
                }

                foreach (FullBodyBipedEffector e in effectors)
                {
                    interactionSystem.StartInteraction(e, interactionObject, true);
                }
            }

            if (effectors.Length == 0)
            {
                return;
            }

            if (interactionSystem.IsPaused(effectors[0]))
            {
                if (GUILayout.Button("Resume Interaction With " + interactionObject.name))
                {
                    interactionSystem.ResumeAll();
                }
            }
        }
        // GUI for calling the interactions
        void OnGUI()
        {
            interrupt = GUILayout.Toggle(interrupt, "Interrupt");

            // While seated
            if (isSitting)
            {
                if (!interactionSystem.inInteraction && GUILayout.Button("Stand Up"))
                {
                    interactionSystem.ResumeAll();

                    isSitting = false;
                }

                return;
            }

            // While standing

            if (GUILayout.Button("Pick Up Ball"))
            {
                interactionSystem.StartInteraction(FullBodyBipedEffector.RightHand, ball, interrupt);
            }

            if (GUILayout.Button("Button Left Hand"))
            {
                interactionSystem.StartInteraction(FullBodyBipedEffector.LeftHand, button, interrupt);
            }

            if (GUILayout.Button("Button Right Hand"))
            {
                interactionSystem.StartInteraction(FullBodyBipedEffector.RightHand, button, interrupt);
            }

            if (GUILayout.Button("Put Out Cigarette"))
            {
                interactionSystem.StartInteraction(FullBodyBipedEffector.RightFoot, cigarette, interrupt);
            }

            if (GUILayout.Button("Open Door"))
            {
                interactionSystem.StartInteraction(FullBodyBipedEffector.LeftHand, door, interrupt);
            }

            // This is a multiple-effector interaction
            if (!interactionSystem.inInteraction && GUILayout.Button("Sit Down"))
            {
                interactionSystem.StartInteraction(FullBodyBipedEffector.Body, benchMain, interrupt);
                interactionSystem.StartInteraction(FullBodyBipedEffector.LeftThigh, benchMain, interrupt);
                interactionSystem.StartInteraction(FullBodyBipedEffector.RightThigh, benchMain, interrupt);
                interactionSystem.StartInteraction(FullBodyBipedEffector.LeftFoot, benchMain, interrupt);

                interactionSystem.StartInteraction(FullBodyBipedEffector.LeftHand, benchHands, interrupt);
                interactionSystem.StartInteraction(FullBodyBipedEffector.RightHand, benchHands, interrupt);

                isSitting = true;
            }
        }
Exemple #3
0
    void Update()
    {
        // sitting.RunButtCheck();
        interactionSystem.ik.solver.rightLegChain.bendConstraint.weight = interactionSystem.ik.solver.bodyEffector.positionWeight;
        interactionSystem.ik.solver.leftLegChain.bendConstraint.weight  = interactionSystem.ik.solver.bodyEffector.positionWeight;

        if (isSitting)
        {
            if (!interactionSystem.inInteraction && Input.GetButtonDown("WXButton1"))
            {
                interactionSystem.ResumeAll();

                isSitting = false;
            }

            return;
        }

        if (!interactionSystem.inInteraction && Input.GetButtonDown("WXButton1"))
        {
            print("test");
            sitting.RunButtCheck();
            //Body
            interactionSystem.StartInteraction(FullBodyBipedEffector.Body, sittingMain, interrupt);
            //Left Leg
            //interactionSystem.StartInteraction(FullBodyBipedEffector.LeftThigh, sittingMain, interrupt);
            interactionSystem.ik.solver.leftLegChain.bendConstraint.bendGoal = leftThighBendTarget;
            interactionSystem.ik.solver.leftLegChain.bendConstraint.weight   = interactionSystem.ik.solver.bodyEffector.positionWeight;
            //Right Leg
            //interactionSystem.StartInteraction(FullBodyBipedEffector.RightThigh, sittingMain, interrupt);
            interactionSystem.ik.solver.rightLegChain.bendConstraint.bendGoal = rightThighBendTarget;
            interactionSystem.ik.solver.rightLegChain.bendConstraint.weight   = interactionSystem.ik.solver.bodyEffector.positionWeight;

            //Left Hand
            interactionSystem.StartInteraction(FullBodyBipedEffector.LeftHand, sittingLeftHand, interrupt);
            //RightnHand
            interactionSystem.StartInteraction(FullBodyBipedEffector.RightHand, sittingRightHand, interrupt);

            //interactionSystem.StartInteraction(FullBodyBipedEffector.RightHand, benchHands, interrupt);

            isSitting = true;
        }
    }
        // Triggering the interactions
        void OnGUI()
        {
            // If jumping or falling, do nothing
            //if (!character.onGround) return;

            // If an interaction is paused, resume on user input
            if (interactionSystem.IsPaused() && interactionSystem.IsInSync())
            {
                GUILayout.Label("Press E to resume interaction");

                if (Input.GetKey(KeyCode.E))
                {
                    interactionSystem.ResumeAll();
                }

                return;
            }

            // If not paused, find the closest InteractionTrigger that the character is in contact with
            int closestTriggerIndex = interactionSystem.GetClosestTriggerIndex();

            if (Input.GetKey(KeyCode.L))
            {
                print(closestTriggerIndex);
            }

            // ...if none found, do nothing
            if (closestTriggerIndex == -1)
            {
                return;
            }

            // ...if the effectors associated with the trigger are in interaction, do nothing
            if (!interactionSystem.TriggerEffectorsReady(closestTriggerIndex))
            {
                return;
            }

            // Its OK now to start the trigger
            GUILayout.Label("Press E to start interaction");

            if (Input.GetKey(KeyCode.E) || (Input.GetButton("L2")))
            {
                interactionSystem.TriggerInteraction(closestTriggerIndex, false);
            }
        }
Exemple #5
0
 public void LetGo()
 {
     interactionSystem.ResumeAll();     // the actual letting go of the object
     holdPoint.position = holdPointOriginal.position;
     slerpValue         = 0;
 }