//Sets the above variables as soon as the game starts void Start() { particleSpray = gameObject.GetComponentInChildren <ParticleSystem>(); particleSprayObject = gameObject.transform.GetChild(0).gameObject; interactable = GetComponent <Interactable>(); poser = GetComponent <SteamVR_Skeleton_Poser>(); }
public SteamVR_Skeleton_Poser ClosePoser(Vector3 tempPoint) { SteamVR_Skeleton_Poser TempClose = null; if (grabPoints != null) { float MinDistance = float.MaxValue; for (int i = 0; i < grabPoints.Count; i++) { if (grabPoints[i] != leftMyGrabPoser && grabPoints[i] != rightMyGrabPoser) { if (Vector3.Distance(tempPoint, grabPoints[i].transform.position) < MinDistance) { MinDistance = Vector3.Distance(tempPoint, grabPoints[i].transform.position); TempClose = grabPoints[i]; } } } if (useSecondPose && ifOtherHandUseMainPoseOnThisObject()) { for (int i = 0; i < secondPoses.Count; i++) { if (secondPoses [i] != leftMyGrabPoser && secondPoses [i] != rightMyGrabPoser) { if (Vector3.Distance(tempPoint, secondPoses [i].transform.position) < MinDistance) { MinDistance = Vector3.Distance(tempPoint, secondPoses [i].transform.position); TempClose = secondPoses [i]; } } } } } return(TempClose); }
public void DettachHand(CustomHand hand) { hand.DetachHand(); if (hand.handType == SteamVR_Input_Sources.LeftHand) { leftMyGrabPoser = null; leftHand = null; } if (hand.handType == SteamVR_Input_Sources.RightHand) { rightMyGrabPoser = null; rightHand = null; } }
public void DettachHands() { if (leftHand) { leftHand.DetachHand(); leftMyGrabPoser = null; leftHand = null; } if (rightHand) { rightHand.DetachHand(); rightMyGrabPoser = null; rightHand = null; } }
void GrabEnd() { endFramePos = oldInterpolatePos; endFrameRot = oldInterpolateRot; skeleton.transform.localPosition = Vector3.zero; skeleton.transform.localEulerAngles = Vector3.zero; ///save coord skeleton.BlendToSkeleton(blend); RenderModelVisible(!HideController); blendToPose = 0; grabPoser = null; GrabInteractible = null; grabType = GrabType.None; }
void GrabEnd() { endFramePos = transform.parent.InverseTransformPoint(oldInterpolatePos); endFrameRot = oldInterpolateRot; skeleton.transform.localPosition = Vector3.zero; skeleton.transform.localEulerAngles = Vector3.zero; ///save coord skeleton.BlendToSkeleton(blend); renderModelVisible(!hideController); blendToPose = 0; blendToPoseMoveObject = 0; grabPoser = null; grabInteractible = null; grabType = GrabType.None; }
public void SetInteractibleVariable(CustomHand hand, SteamVR_Skeleton_Poser poser) { if (hand.handType == SteamVR_Input_Sources.LeftHand) { if (leftHand) { DettachHand(leftHand); } if (!TwoHanded && rightHand) { DettachHand(rightHand); } leftMyGrabPoser = poser; if (leftMyGrabPoser) { hand.grabPoser = leftMyGrabPoser; leftHand = hand; leftHand.SkeletonUpdate(); } //haptic } if (hand.handType == SteamVR_Input_Sources.RightHand) { if (rightHand) { DettachHand(rightHand); } if (!TwoHanded && leftHand) { DettachHand(leftHand); } rightMyGrabPoser = poser; if (rightMyGrabPoser) { hand.grabPoser = rightMyGrabPoser; rightHand = hand; rightHand.SkeletonUpdate(); } //haptic } }
void Start() { skeletonPoser = GetComponent <SteamVR_Skeleton_Poser>(); }
private void Awake() { skeletonPoser = GetComponent <SteamVR_Skeleton_Poser>(); Physics.IgnoreLayerCollision(10, 9, true); }
internal void NotifyDetachedFrom(SteamVR_Skeleton_Poser poser) { _skeleton.BlendToSkeleton(); }
internal void NotifyAttachedTo(SteamVR_Skeleton_Poser poser) { _skeleton.BlendToPoser(poser); }
private void Awake() { skeletonPoser = GetComponent <SteamVR_Skeleton_Poser>(); //renderer = GetComponentInChildren<Animator>().GetComponentInChildren<SkinnedMeshRenderer>(); }
protected override void Start() { base.Start(); poser = GetComponent <SteamVR_Skeleton_Poser>(); childColliders = GetComponentsInChildren <Collider>(); }
private void Start() { interactable = GetComponent <Interactable>(); poser = GetComponent <SteamVR_Skeleton_Poser>(); }
[SerializeField] private AudioClip[] distractionClips; // The array of different herring voice clips for each riddle private void Awake() { skeletonPoser = GetComponent <SteamVR_Skeleton_Poser>(); isGoalInteractable = false; currentPuzzle = 0; }
private void Awake() { skeletonPoser = GetComponent <SteamVR_Skeleton_Poser>(); }
private void Start() { m_Animator = GetComponent <Animator>(); steamVR_Skeleton_Poser = GetComponent <SteamVR_Skeleton_Poser>(); }