/// <summary>
    /// registers this component with the event handler (if any)
    /// </summary>
    protected override void OnEnable()
    {
        if (FPPlayer != null)
        {
            FPPlayer.Register(this);
        }

        RefreshColliders();
    }
Esempio n. 2
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    /// <summary>
    ///
    /// </summary>
    protected virtual void OnEnable()
    {
        if (FPPlayer != null)
        {
            FPPlayer.Register(this);
        }

        vp_GlobalEvent <Transform, string> .Register("HUDText", OnHUDText);
    }
Esempio n. 3
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    /// <summary>
    ///
    /// </summary>
    protected virtual void OnEnable()
    {
        if (FPPlayer != null)
        {
            FPPlayer.Register(this);
        }

        m_CurrentShooter   = null;
        VRFirePositionFunc = () => { return(FPCamera.transform.position); };
        VRFireRotationFunc = () => { return(FPCamera.transform.rotation); };

        BackupWeaponSettings();
    }
Esempio n. 4
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    /// <summary>
    ///
    /// </summary>
    protected virtual void OnDisable()
    {
        if (m_AppQuitting)
        {
            return;
        }

        if ((m_FPControllerAccelerationBak != 0.0f) && (FPController != null))
        {
            FPController.MotorAcceleration = m_FPControllerAccelerationBak;
        }

        FPPlayer.Unregister(this);
    }
Esempio n. 5
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    /// <summary>
    /// completely restores the UFPS player hierarchy for desktop mode play. called
    /// from this script's 'OnDisable'
    /// </summary>
    protected virtual void RestorePlayerHierarchy()
    {
        // prevent nullrefs if scene is being cleared
        if (m_AppQuitting)
        {
            return;
        }

        // don't do anything if the hierarchy hasn't been modified
        if (CenterEyeAnchor == null)
        {
            return;
        }

        // restore FPCamera
        if (FPCamera != null)
        {
            FPCamera.PositionOffset = m_FPCameraOffsetBak;

            // reenable Unity camera component
            if (FPCamera.Camera != null)
            {
                FPCamera.Camera.enabled = true;
                FPCamera.Refresh();
            }
        }

        // reactivate weapon camera (if any)
        if (WeaponCamera != null)
        {
            vp_Utility.Activate(WeaponCamera.gameObject, true);
            if (FPCamera != null)
            {
                FPCamera.SnapSprings();
                FPCamera.SnapZoom();
            }
            if (WeaponHandler != null)
            {
                if (WeaponHandler.CurrentWeapon != null)
                {
                    WeaponHandler.CurrentWeapon.ResetState();
                }
            }
            if (FPCamera != null)
            {
                FPCamera.Refresh();
            }
        }

        // reactivate player body
        // NOTE: if player body has a foot fx handler, this should reenable it
        if (BodyAnimator != null)
        {
            vp_Utility.Activate(BodyAnimator.gameObject, true);
        }

        // disable our own foot fx handler
        if (VRFootFXHandler != null)
        {
            VRFootFXHandler.enabled = false;
        }

        // reenable desktop audio listener
        if (FPPlayer != null)
        {
            AudioListener[] desktopAudioListeners = FPPlayer.GetComponentsInChildren <AudioListener>(true);
            bool            done = false;
            foreach (AudioListener a in desktopAudioListeners)
            {
                if (!done)                  // only enable a single audio listener
                {
                    a.enabled = true;
                    done      = true;
                }
            }
        }

        // disable our own audio listener
        if (VRAudioListener != null)
        {
            VRAudioListener.enabled = false;
        }

        // reenable the UFPS HUD (if any)
        if (DesktopHUD != null)
        {
            DesktopHUD.enabled = true;
        }

        // unhide the UFPS crosshair
        if (DesktopCrosshair != null)
        {
            DesktopCrosshair.Hide = false;
        }

        // reallow vp_FPInput from processing pitch and yaw
        if (FPInput != null)
        {
            FPInput.MouseLookMutePitch = false;
            FPInput.MouseLookMuteYaw   = false;
        }

        // reenable all camera motion settings
        if (FPCamera != null)
        {
            FPCamera.MuteBob          = false;
            FPCamera.MuteEarthquakes  = false;
            FPCamera.MuteShakes       = false;
            FPCamera.MuteRoll         = false;
            FPCamera.MuteFallImpacts  = false;
            FPCamera.MuteBombShakes   = false;
            FPCamera.MuteGroundStomps = false;
        }

        if (FPController != null)
        {
            FPController.PhysicsForceDamping   = m_ControllerForceDampingBak;
            FPController.PhysicsSlopeSlidiness = m_ControllerSlopeSlidinessBak;
        }

        if (FPPlayer != null)
        {
            FPPlayer.RefreshActivityStates();
        }
    }
Esempio n. 6
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    /// <summary>
    /// strips and modifies the UFPS player hierarchy so it works with the various
    /// 'vp_VRCameraManager' logics. called from this script's 'OnEnable'
    /// </summary>
    protected virtual IEnumerator ModifyPlayerHierarchy()
    {
        yield return(new WaitForEndOfFrame());

        if (m_AppQuitting)
        {
            yield return(null);
        }

        // disable the Unity camera on the FPCamera gameobject because the
        // OVRCameraRig has its own cameras
        if ((FPCamera != null) && (FPCamera.Camera != null))
        {
            FPCamera.Camera.enabled = false;
        }

        if (FPController != null)
        {
            m_ControllerForceDampingBak   = FPController.PhysicsForceDamping;
            m_ControllerSlopeSlidinessBak = FPController.PhysicsSlopeSlidiness;
        }

        // disable weapon camera because it does not apply / work in VR
        if (WeaponCamera != null)
        {
            vp_Utility.Activate(WeaponCamera.gameObject, false);
            FPCamera.SnapSprings();
            FPCamera.SnapZoom();
            if (WeaponHandler.CurrentWeapon != null)
            {
                WeaponHandler.CurrentWeapon.ResetState();
            }
            FPCamera.Refresh();
        }

        // disable local player body because it does not have advanced enough IK
        // for VR (at least not until UFPS 2)
        // NOTE: this will also disable any vp_PlayerFootFXHandler placed on the body object
        if (BodyAnimator != null)
        {
            vp_Utility.Activate(BodyAnimator.gameObject, false);
        }

        // enable the VR foot fx handler (if any - placed directly on the controller object)
        if (VRFootFXHandler != null)
        {
            VRFootFXHandler.enabled = true;
        }

        // disable all audio listeners on the player and enable our own
        if (VRAudioListener != null)
        {
            VRAudioListener.enabled = true;
        }
        AudioListener[] desktopAudioListeners = FPPlayer.GetComponentsInChildren <AudioListener>(true);
        foreach (AudioListener a in desktopAudioListeners)
        {
            a.enabled = false;
        }

        // disable the UFPS HUD (if any)
        if (DesktopHUD != null)
        {
            DesktopHUD.enabled = false;
        }

        // hide the UFPS crosshair
        if (DesktopCrosshair != null)
        {
            DesktopCrosshair.Hide = true;
        }
    }
Esempio n. 7
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    /// <summary>
    /// performs a number of tests to see if the player can currently teleport
    /// and whether the pointer object is currently pointing at a position that
    /// can be teleported to. if so, returns that position. if not, returns
    /// 'NO_DESTINATION'
    /// </summary>
    protected virtual Vector3 GetDestination()
    {
        // abort if player is dead
        if (FPPlayer.Dead.Active)
        {
            return(NO_DESTINATION);
        }

        // abort if player is interacting
        if (FPPlayer.Interactable.Get() != null)
        {
            return(NO_DESTINATION);
        }

        // abort if player can interact
        if (VRCrosshair != null && VRCrosshair.CanInteract)
        {
            m_NextAllowedTeleportTime = (Time.time + MinTeleportInterval);
            return(NO_DESTINATION);
        }

        // get where we're pointed at
        RaycastHit hit;

        Physics.Linecast(
            DirectionPointer.position,
            ((DirectionPointer.position) + (DirectionPointer.forward * 100)),
            out hit,
            ~((1 << vp_Layer.LocalPlayer) | (1 << vp_Layer.Debris) | (1 << vp_Layer.IgnoreRaycast) |
              (1 << vp_Layer.IgnoreBullets) | (1 << vp_Layer.Trigger) | (1 << vp_Layer.Water) | (1 << vp_Layer.Pickup)));

        // abort if pointing at nothing
        if (hit.collider == null)
        {
            return(NO_DESTINATION);
        }

        // abort if pointing at a trigger
        if (hit.collider.isTrigger)
        {
            return(NO_DESTINATION);
        }

        // abort if too steep
        float steepness = Vector3.Angle(Vector3.up, hit.normal);

        if (steepness > FPPlayer.GetComponent <CharacterController>().slopeLimit)
        {
            return(NO_DESTINATION);
        }

        // abort if too far
        if (Vector3.Distance(vp_3DUtility.HorizontalVector(FPPlayer.transform.position), vp_3DUtility.HorizontalVector(hit.point)) > MaxTeleportDistance)
        {
            return(NO_DESTINATION);
        }

        // abort if path is blocked
        float   distance = Mathf.Max(1.0f, Vector3.Distance(vp_3DUtility.HorizontalVector(FPPlayer.transform.position), vp_3DUtility.HorizontalVector(hit.point)));
        Vector3 point1   = FPPlayer.transform.position + (Vector3.up * (FPPlayer.Height.Get() * 0.5f));
        Vector3 point2   = point1 + Vector3.up * (FPPlayer.Height.Get() - (FPPlayer.Radius.Get() * 2));

        if (Physics.CapsuleCast(
                point1,
                point2,
                FPPlayer.Radius.Get(),
                FPController.transform.forward,
                distance,
                vp_Layer.Mask.PhysicsBlockers))
        {
            if (!(hit.collider is TerrainCollider) &&
                (hit.transform.gameObject.layer != vp_Layer.Pickup) &&
                (!hit.collider.isTrigger)
                )                   // non-steep terrain, triggers and pickups are always passable
            {
                return(NO_DESTINATION);
            }
        }

        return(hit.point);
    }