コード例 #1
0
 public static void AddRaycaster(SpaceCaster spaceCaster)
 {
     if (!s_Raycasters.Contains(spaceCaster))
     {
         s_Raycasters.Add(spaceCaster);
     }
 }
コード例 #2
0
        public override IEnumerator UpdateBeam(SpaceCaster caster, List <UnityEngine.EventSystems.RaycastResult> raycastHits)
        {
            while (caster.casterActive)
            {
                if (raycastHits.Count > 0)
                {
                    var closestHit = raycastHits.OrderBy(h => h.distance).OrderByDescending(h => h.depth).First();

                    OnTarget(caster);

                    float reach = closestHit.distance > maxReticleDistance ? maxReticleDistance : closestHit.distance;

                    // TODO: change reposition into a lerp
                    reticle.transform.localPosition = Vector3.forward * reach;
                    reticle.transform.localScale    = Vector3.Scale(reticleBaseScale, reticleSize) * (reach / maxReticleDistance);
                }
                else
                {
                    Default(caster);
                    reticle.transform.localPosition = Vector3.forward * minReticleDistance;
                    reticle.transform.localScale    = Vector3.Scale(reticleBaseScale, reticleSize);
                }

                yield return(null);
            }

            Default(caster);
            reticle.transform.localPosition = Vector3.forward * minReticleDistance;
            reticle.transform.localScale    = Vector3.Scale(reticleBaseScale, reticleSize);
        }
コード例 #3
0
 public virtual IEnumerator UpdateBeam(SpaceCaster caster, List <UnityEngine.EventSystems.RaycastResult> beamHits)
 {
     while (caster.casterActive)
     {
         yield return(null);
     }
 }
コード例 #4
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 public static void RemoveRaycasters(SpaceCaster baseRaycaster)
 {
     if (!s_Raycasters.Contains(baseRaycaster))
     {
         return;
     }
     s_Raycasters.Remove(baseRaycaster);
 }
コード例 #5
0
        public override void Default(SpaceCaster caster)
        {
            base.Default(caster);

            beamPointRenderers.ForEach(r => r.material = beamPointMaterial);
            beamBodyRenderers.ForEach(r => r.material  = beamBodyMaterial);

            UpdateMaterialColors();
        }
コード例 #6
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        protected PointerEventData GetSpaceCasterEventData(SpaceCaster caster)
        {
            PointerEventData casterData;

            bool created = GetSpaceCasterData(caster, out casterData, true);

            casterData.Reset();

            if (created)
            {
                casterData.position = caster.eventCamera.ViewportToScreenPoint(Vector2.one * 0.5f);
                UpdateDeviceRelations();
            }

            return(casterData);
        }
コード例 #7
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        public override IEnumerator UpdateBeam(SpaceCaster caster, List <UnityEngine.EventSystems.RaycastResult> beamHits)
        {
            while (State != BeamState.Off)
            {
                if (beamHits.Where(hit => hit.gameObject).ToList().Count > 0)
                {
                    var closestHit = beamHits.OrderBy(h => h.distance).OrderByDescending(h => h.depth).First();

                    if (closestHit.gameObject.GetComponent <UnityEngine.UI.Graphic>())
                    {
                        beamPointRenderers.ForEach(r => { r.material = beamPointCanvasMaterial; r.sortingOrder = closestHit.sortingOrder + 1; });
                        beamBodyRenderers.ForEach(r => r.material = beamBodyCanvasMaterial);
                    }
                    else
                    {
                        beamPointRenderers.ForEach(r => r.material = beamPointMaterial);
                        beamBodyRenderers.ForEach(r => r.material  = beamBodyMaterial);
                    }

                    OnTarget(caster);

                    float reach = closestHit.distance > currentStyle.maxBeamLength ? currentStyle.maxBeamLength : closestHit.distance;

                    // TODO: change reposition into a lerp
                    beamPoint.transform.localPosition = Vector3.forward * reach;
                    beamBody.transform.localScale     = GlobalizeScale(caster.transform, new Vector3(currentStyle.beamThickness.x, currentStyle.beamThickness.y, reach));
                    beamBody.transform.localPosition  = Vector3.forward * reach * 0.5f;
                }
                else
                {
                    Default(caster);
                    beamPoint.transform.localPosition = Vector3.forward * currentStyle.minBeamLength;
                    beamBody.transform.localScale     = GlobalizeScale(caster.transform, new Vector3(currentStyle.beamThickness.x, currentStyle.beamThickness.y, currentStyle.minBeamLength));
                    beamBody.transform.localPosition  = Vector3.forward * currentStyle.minBeamLength * 0.5f;
                }

                yield return(null);
            }

            Default(caster);

            beamPoint.transform.localPosition = Vector3.forward * currentStyle.minBeamLength;
            beamBody.transform.localScale     = GlobalizeScale(caster.transform, new Vector3(currentStyle.beamThickness.x, currentStyle.beamThickness.y, currentStyle.minBeamLength));
            beamBody.transform.localPosition  = Vector3.forward * currentStyle.minBeamLength * 0.5f;
        }
コード例 #8
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        public override void GenerateBeam(SpaceCaster caster)
        {
            // Beam Body setup

            if (reticlePrefab)
            {
                reticle = Instantiate(reticlePrefab.gameObject, caster.transform) as GameObject;
                reticleSpriteRenderer = reticle.GetComponent <SpriteRenderer>();
            }
            else
            {
                reticle = new GameObject("Reticle");
                reticleSpriteRenderer = reticle.AddComponent <SpriteRenderer>();
            }

            reticle.layer    = 2;
            reticleBaseScale = reticle.transform.localScale;
        }
コード例 #9
0
        // Returns true if event data was created
        protected bool GetSpaceCasterData(SpaceCaster caster, out PointerEventData data, bool create)
        {
            if (!m_CasterData.ContainsKey(caster) && create)
            {
                //Debug.Log("SpacesInputModule [Added CasterData " + caster.id + "] " + caster.name);
                var casterData = new CasterData()
                {
                    eventData = new PointerEventData(eventSystem)
                    {
                        pointerId = caster.id
                    },

                    #if UNITY_STANDALONE_WIN
                    trackedObject = caster.GetComponentInParent <SteamVR_TrackedObject>(),
                    #elif UNITY_ANDROID || UNITY_IOS
                    trackedObject = caster.GetComponentInParent <Transform>().gameObject,
                    #endif

                    inputState        = new InputDeviceState(),
                    lastPointPosition = caster.Forward
                };

                if (!casterData.trackedObject)
                {
                    #if UNITY_STANDALONE_WIN
                    casterData.trackedObject = caster.gameObject.AddComponent <SteamVR_TrackedObject>();
                    #endif
                }

                m_CasterData.Add(caster, casterData);
                data = casterData.eventData;
                return(true);
            }
            else
            {
                data = m_CasterData.ContainsKey(caster) ? m_CasterData[caster].eventData : null;
                return(false);
            }
        }
コード例 #10
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        public override void OnTarget(SpaceCaster caster)
        {
            base.OnTarget(caster);

            reticleSpriteRenderer.color = OnTargetColor;
        }
コード例 #11
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        public override void OnTarget(SpaceCaster caster)
        {
            base.OnTarget(caster);

            UpdateMaterialColors();
        }
コード例 #12
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        public override void Default(SpaceCaster caster)
        {
            base.Default(caster);

            reticleSpriteRenderer.color = DefaultColor;
        }
コード例 #13
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 public virtual void OnInteractableTarget(SpaceCaster caster)
 {
     State = BeamState.OnInteractableTarget;
 }
コード例 #14
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        public override void GenerateBeam(SpaceCaster caster)
        {
            // Beam Body setup

            if (!beamBody)
            {
                if (beamBodyPrefab)
                {
                    beamBody = Instantiate(beamBodyPrefab, caster.transform) as GameObject;
                }
                else
                {
                    beamBody = GameObject.CreatePrimitive(PrimitiveType.Cube);
                    beamBody.transform.SetParent(caster.transform, false);
                    beamBody.layer = LayerMask.NameToLayer("Ignore Raycast");
                }

                beamBody.name  = "BeamBody";
                beamBody.layer = 2;
            }

            beamBody.transform.localPosition = Vector3.zero;
            beamBody.transform.localRotation = Quaternion.Euler(Vector3.zero);
            beamBody.transform.localScale    = GlobalizeScale(caster.transform, new Vector3(currentStyle.beamThickness.x, currentStyle.beamThickness.y, currentStyle.minBeamLength));

            // Beam Point setup

            if (!beamPoint)
            {
                if (beamPointPrefab != null)
                {
                    beamPoint = Instantiate(beamPointPrefab, caster.transform) as GameObject;
                }
                else
                {
                    beamPoint = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                    beamPoint.transform.SetParent(caster.transform, false);
                    beamPoint.layer = LayerMask.NameToLayer("Ignore Raycast");
                }

                beamPoint.name  = "BeamPoint";
                beamPoint.layer = 2;
            }

            beamPoint.transform.localPosition = Vector3.zero;
            beamPoint.transform.localRotation = Quaternion.Euler(Vector3.zero);
            beamPoint.transform.localScale    = GlobalizeScale(caster.transform, currentStyle.pointSize);

            // Renderering settings

            if (!baseBeamMaterial)
            {
                beamBodyMaterial = new Material(Shader.Find("Unlit/Color"));
            }
            else
            {
                beamBodyMaterial = new Material(baseBeamMaterial);
            }

            if (!baseCanvasMaterial)
            {
                beamBodyCanvasMaterial = beamBodyMaterial;
            }
            else
            {
                beamBodyCanvasMaterial = new Material(baseCanvasMaterial);
            }

            beamBodyMaterial.color       = currentStyle.beamColor;
            beamBodyCanvasMaterial.color = currentStyle.beamColor;

            if (!baseBeamMaterial)
            {
                beamPointMaterial = new Material(Shader.Find("Unlit/Color"));
            }
            else
            {
                beamPointMaterial = new Material(baseBeamMaterial);
            }

            if (!baseCanvasMaterial)
            {
                beamPointCanvasMaterial = beamPointMaterial;
            }
            else
            {
                beamPointCanvasMaterial = new Material(baseCanvasMaterial);
            }

            beamPointMaterial.color       = currentStyle.pointColor;
            beamPointCanvasMaterial.color = currentStyle.pointColor;

            beamPointRenderers = beamPoint.GetComponentsInChildren <Renderer>().ToList();
            beamBodyRenderers  = beamBody.GetComponentsInChildren <Renderer>().ToList();

            beamPointRenderers.ForEach(r => r.material = beamPointMaterial);
            beamBodyRenderers.ForEach(r => r.material  = beamBodyMaterial);

            Default(caster);
        }
コード例 #15
0
 public virtual void OnTarget(SpaceCaster caster)
 {
     State = BeamState.OnTarget;
 }
コード例 #16
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 public virtual void NearTarget(SpaceCaster caster)
 {
     State = BeamState.NearTarget;
 }
コード例 #17
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 public virtual void Default(SpaceCaster caster)
 {
     State = BeamState.Default;
 }
コード例 #18
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 public virtual void Off(SpaceCaster caster)
 {
     State = BeamState.Off;
 }
コード例 #19
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 public virtual void GenerateBeam(SpaceCaster caster)
 {
 }