Esempio n. 1
0
    void Update()
    {
        if (actionSetChanged)
        {
            switch (currentActionSet.GetShortName())
            {
            case "MySet":
                currentActionSet.Activate(currentSource, 0, false);
                pose.poseAction   = SteamVR_Input.GetAction <SteamVR_Action_Pose>("MySet", "Pose", false, false);
                gripClickAction   = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("MySet", "GripClick", false, false);
                triggerPullAction = SteamVR_Input.GetAction <SteamVR_Action_Single>("MySet", "Teleport", false, false);
                joyStickAction    = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("MySet", "Move", false, false);
                break;

            case "Sword":
                currentActionSet.Activate(currentSource, 0, false);
                pose.poseAction = SteamVR_Input.GetAction <SteamVR_Action_Pose>("Sword", "Pose", false, false);
                //gripClickAction = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("Sword", "InitiateSlash", false, false);
                triggerClickAction = SteamVR_Input.GetAction <SteamVR_Action_Boolean>("Sword", "InitiateSlash", false, false);
                joyStickAction     = SteamVR_Input.GetAction <SteamVR_Action_Vector2>("Sword", "Move", false, false);
                break;

            default:
                break;
            }

            actionSetChanged = false;
        }

        gripClick      = gripClickAction.GetStateDown(currentSource);
        triggerClickUp = triggerClickAction.GetStateUp(currentSource);
        triggerValue   = triggerPullAction.GetAxis(currentSource);
        triggerClick   = triggerClickAction.GetLastStateDown(currentSource);
        detach         = detachAction.GetStateDown(currentSource);
        moveValue      = joyStickAction.GetAxis(currentSource);

        //INITIATESLASH CODE ----------------------------------------------------------------------------------------------------------------------------------
        if (triggerClick && attached && currentActionSet.GetShortName().Equals("Sword"))
        {
            slashParticles = currentlyAttachedObject.GetComponent <ParticleSystem>();
            ParticleSystem.EmissionModule emiss = slashParticles.emission;
            emiss.rateOverDistance = 200f;
        }
        if (triggerClickUp && attached && currentActionSet.GetShortName().Equals("Sword"))
        {
            slashParticles = currentlyAttachedObject.GetComponent <ParticleSystem>();
            ParticleSystem.EmissionModule emiss = slashParticles.emission;
            emiss.rateOverDistance = 0f;
        }

        //OBJECT DETACH CODE ---------------------------------------------------------------------------------------------------------------------------------
        if (attached && detach && hover.closestHoverObj != null)
        {
            //Grab a reference to the current closestHoverObject that is obtained by running Hover() in Hover.cs
            try
            {
                ObjectInteraction detachCall = hover.closestHoverObj.GetComponent <ObjectInteraction>();

                attached = detachCall.DetachObjectFromController();
                currentActionSet.Deactivate(currentSource);
                currentActionSet        = SteamVR_Input.GetActionSet("MySet");
                currentlyAttachedObject = null;
                actionSetChanged        = true;
            }
            catch (NullReferenceException)
            {
                Debug.LogWarning("detachCall Hand is null in OculusInput.cs");
                return;
            }
        }

        //OBJECT ATTACH CODE ---------------------------------------------------------------------------------------------------------------------------------
        if (gripClick && hover.closestHoverObj != null && !attached)
        {
            try
            {
                ObjectInteraction attachCall = hover.closestHoverObj.GetComponent <ObjectInteraction>();

                attached = attachCall.AttachObjectToController(this.gameObject, hover.hoverPoint);
                currentlyAttachedObject = hover.closestHoverObj;
                currentActionSet.Deactivate(currentSource);
                currentActionSet = SteamVR_Input.GetActionSet("Sword"); //CHANGE THIS LATER WHEN WE HAVE MORE THAN ONE ITEM TO PICK UP
                actionSetChanged = true;
            }
            catch (NullReferenceException)
            {
                Debug.LogWarning("attachCall Right Hand is null in OculusInput.cs");
                return;
            }
        }

        //TRIGGER PRESS CODE ---------------------------------------------------------------------------------------------------------------------------------
        if (triggerValue > 0.1f)
        {
            int layerMask = (1 << 9);
            if (Physics.Raycast(transform.position, transform.forward - transform.up, out RaycastHit hit, 50f, layerMask))
            {
                teleTarget.transform.position = hit.point;
                Debug.DrawRay(transform.position, (transform.forward - transform.up) * 100f, Color.blue, 5f);
            }
        }
        if (triggerValue > 0.75f && pressFlag)//Teleport using raycast
        {
            print("Teleport");
            Debug.DrawRay(transform.position, transform.forward * 100f, Color.red);
            if (Physics.Raycast(transform.position, transform.forward - transform.up, out RaycastHit hit, 100f))
            {
                cameraRig.transform.position = hit.point;
            }
            pressFlag = false;
        }
        if (triggerValue < 0.1f)//Must release or almost release trigger before teleporting again
        {
            pressFlag = true;
        }

        //JOYSTICK MOVEMENT CODE ---------------------------------------------------------------------------------------------------------------------------------
        if (moveValue.y > 0.1f || moveValue.y < -0.1f)
        {//Forward and Backward
            Vector3 controllerMove = new Vector3(((transform.forward - transform.up).normalized).x,
                                                 0f,
                                                 (((transform.forward - transform.up).normalized).z));

            cameraRig.transform.Translate(controllerMove * moveValue.y);
        }
        if (moveValue.x > 0.1f || moveValue.x < -0.1f)
        {//Right and Left
            Vector3 controllerMove = new Vector3(transform.right.x, 0f, transform.right.z);
            cameraRig.transform.Translate(controllerMove * moveValue.x);
        }
    }