Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (isGrabbed)
        {
            if (Vector3.Distance(hand.transform.position, anchor.position) < range)
            {
                Vector3 direction = transform.position - hand.transform.position;

                //Face towards target
                transform.rotation = Quaternion.FromToRotation(Vector3.down, direction);

                //Find difference between current anchor and the zero point
                //This is for distance comparison
                //You can then compare distance on seperate axis
                difference = zeroPoint.localPosition - anchor.localPosition;

                if (difference.x > xLimit || difference.x < -xLimit || difference.z > zLimit || difference.z < -zLimit)
                {
                    if ((difference.x > xLimit * 2 || difference.x < -xLimit * 2 || difference.z > zLimit * 2 || difference.z < -zLimit * 2))
                    {
                        handHaptics.Vibrate(VibrationForce.Hard);
                    }
                    else if (difference.x > xLimit * 1.5 || difference.x < -xLimit * 1.5 || difference.z > zLimit * 1.5 || difference.z < -zLimit * 1.5)
                    {
                        handHaptics.Vibrate(VibrationForce.Medium);
                    }
                    else
                    {
                        handHaptics.Vibrate(VibrationForce.Light);
                    }
                }
            }
        }
    }
Esempio n. 2
0
    //   U P D A T E
    void Update()
    {
        UpdateLastPosition();

        GetController();
        if (OVRInput.Get(OVRInput.Button.PrimaryHandTrigger, controller))        // when hand trigger is pressed
        {
            ///Debug.Log(Time.time + " - " controller_name + ": Hand Trigger is being Pressed");
            handTriggerPressed = true;
            if (collisionHappenedFirst && holdingObject == null)
            {
                ////Debug.Log(Time.time + " - " + controller_name + " controller Trigger is pressed while colliding with "
                ///+ collidingObject.name);
                if (otherCC.holdingObject != null)                // this is to check if the object about to hold is already held by the other hand
                {
                    if (otherCC.holdingObject.transform.parent.gameObject == otherController_GO)
                    {
                        ///otherController_GO.GetComponent<ControllerCollision>().ReleaseObject();
                        ////Debug.Log("Taking over " + collidingObject.name + " from " + otherCC.controller_name + " controller");
                        otherCC.holdingObject.transform.parent = null;                         // if so, remove links of that object with previous controller
                        otherCC.holdingObject           = null;
                        otherCC.holdingObject_rigidbody = null;
                        otherCC.collisionHappenedFirst  = false;
                        otherCC.GetComponent <OculusHaptics>().Vibrate(VibrationForce.Light);
                        ///otherCC.ReleaseObject();
                    }
                }

                holdingObject = collidingObject.gameObject;                 //  // now take control of the object which was colliding
                holdingObject.transform.SetParent(gameObject.transform);
                holdingObject_rigidbody             = holdingObject.GetComponent <Rigidbody>();
                holdingObject_rigidbody.isKinematic = true;      // turn off the physics of that object
                if (holdingObject.name == "Ball")                // Reset the ball, this is to stop picking or catching ball after throwing
                {
                    GL.ResetGame();
                }
                haptics.Vibrate(VibrationForce.Light);

                /*Physics.IgnoreCollision(holdingObject.GetComponent<Collider>(),
                 *                      player.GetComponent<Collider>());*/

                ///Debug.Log(": Already Colliding, so Holding object");
            }
        }
        else
        {
            /*if(handTriggerPressed && holdingObject != null)
             *      Debug.Log(Time.time + ": Trigger Released");*/
            handTriggerPressed = false;
            ReleaseObject();             // Rlease object when hand trigger is released
        }
    }
    void Fire()
    {
        if (Physics.Raycast(ray, out hit))
        {
            haptics.Vibrate(VibrationForce.Medium);
            GameObject particles = Instantiate(hitParticles, hit.point, Quaternion.identity);
            Destroy(particles, 0.4f);
            if (hit.collider.tag == "Enemy")
            {
                hit.collider.gameObject.GetComponent <EnemyBehaviours>().State = EnemyState.Dead;
            }
            if (hit.collider.tag == "score")
            {
                hit.collider.gameObject.GetComponent <EnemyDie>().Die();
            }
            if (hit.collider.tag == "bullet")
            {
                Destroy(hit.collider.gameObject);
            }
        }
        GameObject trail = Instantiate(hitTrail);

        VolumetricLines.VolumetricLineBehavior vol = trail.GetComponent <VolumetricLines.VolumetricLineBehavior>();
        vol.StartPos = barrellStart.position;
        vol.EndPos   = barrelEnd.position;
        lazerShot.Play();
    }
Esempio n. 4
0
    // Update is called once per frame
    void Update()
    {
        if (isGrabbed)
        {
            anchorRestricted.transform.position = hand.transform.position;

            Vector3 handToBase   = anchorRestricted.localPosition - anchorBase.localPosition;
            Vector3 anchorToBase = anchor.localPosition - anchorBase.localPosition;

            float xDifference = VectorFunctions.PolarAngleToFrom(handToBase, anchorToBase);

            transform.Rotate(xDifference / movementSensetivity, 0, 0, Space.Self);

            float localX = transform.localEulerAngles.x;
            if (localX > 180)
            {
                localX = -360 + localX;
            }

            if (localX > rotationLimitPositive)
            {
                transform.Rotate(-xDifference / movementSensetivity, 0, 0, Space.Self);
            }
            else if (localX < rotationLimitNegative)
            {
                transform.Rotate(-xDifference / movementSensetivity, 0, 0, Space.Self);
            }

            difference = zeroPoint.localPosition - anchor.localPosition;

            if (difference.z > xLimit || difference.z < -zLimit)
            {
                if ((difference.z > zLimit * 2 || difference.z < -zLimit * 2))
                {
                    handHaptics.Vibrate(VibrationForce.Hard);
                }
                else if (difference.z > zLimit * 1.5 || difference.z < -zLimit * 1.5)
                {
                    handHaptics.Vibrate(VibrationForce.Medium);
                }
                else
                {
                    handHaptics.Vibrate(VibrationForce.Light);
                }
            }
        }
    }
Esempio n. 5
0
 public void OpenObjectSpawMenu(bool state)     // only show object spawner menu when level starts
 {
     if (currentLevel != 0)
     {
         controllerInput.ObjSpawnMenu_SetActive(state);
         L_haptics.Vibrate(VibrationForce.Medium);
     }
 }
Esempio n. 6
0
 //  TELEPORT PLAYER
 public void InitTeleportPlayer(Vector3 tLoc)     // start teleporting only from level 1 and play audio before teleporting
 {
     if (currentLevel != 0 && sceneTransition == SceneTransition.complete)
     {
         player.InitTeleport(tLoc);
         playerSpeaker.clip = teleportAudio;
         playerSpeaker.Play();
         R_haptics.Vibrate(VibrationForce.Medium);
     }
 }
Esempio n. 7
0
    void Fire()
    {
        if (ammo <= 0)
        {
            //Play CUCUCU
            GetComponent <AudioSource>().Play();
            return;
        }
        haptics.Vibrate(VibrationForce.Hard);
        //StartCoroutine(haptics.VibrateTime(VibrationForce.Hard, 0.5f));
        cooldown = reloadTime;
        ammo    -= 1;
        var bullet = (Instantiate(this.bullet, transform.position, Quaternion.identity) as GameObject).GetComponent <Bullet>();

        bullet.speed     = bulletSpeed;
        bullet.direction = -transform.up;
        bullet.gun       = this;
    }
Esempio n. 8
0
    // Update is called once per frame
    void Update()
    {
        OVRInput.Update();
        log("->Update()!");

        Transform root_anchor     = camera_rig.trackingSpace;
        Transform centerEyeAnchor = camera_rig.centerEyeAnchor;
        Transform leftHandAnchor  = camera_rig.leftHandAnchor;
        Transform rightHandAnchor = camera_rig.rightHandAnchor;


        Vector3 eye_P_right_hand = rightHandAnchor.position; // - center_eye_anchor.position;

        Quaternion rightHandQuat = rightHandAnchor.rotation;
        Quaternion leftHandQuat  = leftHandAnchor.rotation;
        Quaternion headQuat      = centerEyeAnchor.rotation;

        string msg;

        msg = string.Format("{0:N5}", -headQuat[2]) + ',' + string.Format("{0:N5}", headQuat[0]) + ',' + string.Format("{0:N5}", -headQuat[1]) + ',' + string.Format("{0:N5}", headQuat[3]);
        //msg = string.Format("{0:N5}", eye_P_right_hand[2]) + ',' + string.Format("{0:N5}", -eye_P_right_hand[0]) + ',' + string.Format("{0:N5}", eye_P_right_hand[1]) + ',';
        //msg += string.Format("{0:N5}", rightHandQuat[2]) + ',' + string.Format("{0:N5}", rightHandQuat[0]) + ',' + string.Format("{0:N5}", rightHandQuat[1]) + ',' + string.Format("{0:N5}", rightHandQuat[3]);
        //msg += string.Format("{0:N5}", -right_hand_quat[2]) + ',' + string.Format("{0:N5}", right_hand_quat[3]) + ',' + string.Format("{0:N5}", right_hand_quat[1]) + ',' + string.Format("{0:N5}", right_hand_quat[0]);


        log(msg);

        if (connectTCP)
        {
            //Debug.Log("tcp");
            //Debug.Log(msg);
            tcp.writeSocket(msg);
            //String str = tcp.readSocket();
            //Debug.Log(str);
            //Debug.Log(str.Length);
            //if (str.Equals("end")) {
            //    Debug.Log("End");
            //    string data = string.Join("", dataList.ToArray());
            //    dataList.Clear();
            //    total = 0;
            //    Debug.Log("Total length: ");
            //    Debug.Log(data.Length);
            //} else {
            //    if (str.Length != 0) {
            //        total += str.Length;
            //        Debug.Log(total);
            //        dataList.Add(str);
            //    }
            //}
        }

        //String s = tcpImage.readThread();
        //if (s.Length != 0) {
        //    Debug.Log("Length of image received: " + s.Length);
        //    //Debug.Log("First letters: " + s.Substring(0, 20));
        //}
        //if (connectUDP) {
        //    string data = udp.readSocket();
        //    Debug.Log(data.Length);
        //}

        // haptics
        // WARNING: To get it working, you have to wear the headset or activate its proximity sensor!!
        if (OVRInput.Get(OVRInput.Button.One))
        {
            Debug.Log("Button A pressed!");
            haptics.Vibrate(VibrationForce.Light);
        }

        if (OVRInput.Get(OVRInput.Button.Two))
        {
            Debug.Log("Button B pressed!");
            haptics.Vibrate(VibrationForce.Medium);
        }

        if (OVRInput.Get(OVRInput.Button.Three))
        {
            Debug.Log("Button X pressed!");
            haptics.Vibrate(VibrationForce.Hard);
        }

        log("  Update()->");
    }