Esempio n. 1
0
        private void OnRenderObject()
        {
            fixedSpear.transform.position = transform.position;
            if (VHVRConfig.SpearTwoHanded())
            {
                if (SteamVR_Actions.valheim_Grab.GetState(SteamVR_Input_Sources.LeftHand) && SteamVR_Actions.valheim_Grab.GetState(SteamVR_Input_Sources.RightHand))
                {
                    UpdateTwoHandedWield();
                    return;
                }
                else if (SteamVR_Actions.valheim_Grab.GetStateUp(SteamVR_Input_Sources.LeftHand) || SteamVR_Actions.valheim_Grab.GetStateUp(SteamVR_Input_Sources.RightHand))
                {
                    _isTwoHanded = isTwoHanded.SingleHanded;
                    ResetSpearOffset();
                }
            }
            switch (VHVRConfig.SpearThrowType())
            {
            case "DartType":
                UpdateDartSpearThrowCalculation();
                return;

            case "TwoStagedThrowing":
                UpdateTwoStagedThrowCalculation();
                return;

            case "SecondHandAiming":
                UpdateSecondHandAimCalculation();
                return;

            default:
                UpdateDartSpearThrowCalculation();
                return;
            }
        }
Esempio n. 2
0
        private void UpdateTwoHandedWield()
        {
            var   mainHand      = VRPlayer.rightHand;
            var   offHand       = VRPlayer.leftHand;
            float handAngleDiff = Vector3.Dot(new Vector3(0, 0.45f, 0.55f), VRPlayer.rightHand.transform.InverseTransformPoint(VRPlayer.leftHand.transform.position).normalized);

            if (_isTwoHanded == isTwoHanded.SingleHanded)
            {
                if (handAngleDiff > 0.6f)
                {
                    _isTwoHanded = isTwoHanded.MainLeft;
                }
                else if (handAngleDiff < -0.6f)
                {
                    _isTwoHanded = isTwoHanded.MainRight;
                }
                else
                {
                    return;
                }
            }
            if (_isTwoHanded == isTwoHanded.MainLeft)
            {
                mainHand = VRPlayer.leftHand;
                offHand  = VRPlayer.rightHand;
            }
            var offsetPos              = Vector3.Distance(VRPlayer.rightHand.transform.position, rotSave.transform.position);
            var handDist               = Vector3.Distance(mainHand.transform.position, offHand.transform.position);
            var inversePosition        = mainHand.transform.position - offHand.transform.position;
            var spearDistLimit         = 0.1f;
            var calculateSpearDistance = (inversePosition.normalized * 0.1f / Mathf.Max(handDist, spearDistLimit)) - inversePosition.normalized * 0.2f;

            transform.position = mainHand.transform.position - Vector3.ClampMagnitude(inversePosition.normalized, offsetPos) + (calculateSpearDistance);
            transform.LookAt(mainHand.transform.position + inversePosition.normalized * 5);
            transform.localRotation = transform.localRotation * (rotSave.transform.localRotation) * Quaternion.AngleAxis(180, Vector3.right);
            //trying to rotate spear following the hand direction
            var handAvgVector = mainHand.transform.TransformDirection(new Vector3(0, -0.45f, 0.55f)).normalized;
            var calcSpearRot  = Vector3.SignedAngle(transform.forward, handAvgVector, inversePosition);

            transform.localRotation = transform.localRotation * Quaternion.AngleAxis(calcSpearRot, transform.InverseTransformDirection(inversePosition));
            return;
        }
Esempio n. 3
0
        private void Awake()
        {
            fixedSpear = new GameObject();
            rotSave    = new GameObject();
            rotSave.transform.SetParent(transform.parent);
            rotSave.transform.position      = transform.position;
            rotSave.transform.localRotation = transform.localRotation;

            directionLine = new GameObject().AddComponent <LineRenderer>();
            directionLine.widthMultiplier      = 0.03f;
            directionLine.positionCount        = 2;
            directionLine.material.color       = Color.white;
            directionLine.enabled              = false;
            directionLine.receiveShadows       = false;
            directionLine.shadowCastingMode    = ShadowCastingMode.Off;
            directionLine.lightProbeUsage      = LightProbeUsage.Off;
            directionLine.reflectionProbeUsage = ReflectionProbeUsage.Off;

            _isTwoHanded = isTwoHanded.SingleHanded;
        }