//------------------------------------------------- private void HandAttachedUpdate(VRTRIXGloveGrab hand) { //Trigger got released if (!hand.GetStandardInteractionButton()) { // Detach ourselves late in the frame. // This is so that any vehicles the player is attached to // have a chance to finish updating themselves. // If we detach now, our position could be behind what it // will be at the end of the frame, and the object may appear // to teleport behind the hand when the player releases it. StartCoroutine(LateDetach(hand)); } if (attachEaseIn) { float t = Util.RemapNumberClamped(Time.time, attachTime, attachTime + snapAttachEaseInTime, 0.0f, 1.0f); if (t < 1.0f) { t = snapAttachEaseInCurve.Evaluate(t); transform.position = Vector3.Lerp(attachPosition, attachEaseInTransform.position, t); transform.rotation = Quaternion.Lerp(attachRotation, attachEaseInTransform.rotation, t); } else if (!snapAttachEaseInCompleted) { gameObject.SendMessage("OnThrowableAttachEaseInCompleted", hand, SendMessageOptions.DontRequireReceiver); snapAttachEaseInCompleted = true; } } }
//------------------------------------------------- // Called every Update() while this GameObject is attached to the hand //------------------------------------------------- private void HandAttachedUpdate(VRTRIXGloveGrab hand) { if (textMesh != null) { textMesh.text = "Attached to hand: " + hand.name + "\nAttached time: " + (Time.time - attachTime).ToString("F2"); } if (!hand.GetStandardInteractionButton()) { // Detach ourselves late in the frame. // This is so that any vehicles the player is attached to // have a chance to finish updating themselves. // If we detach now, our position could be behind what it // will be at the end of the frame, and the object may appear // to teleport behind the hand when the player releases it. StartCoroutine(LateDetach(hand)); } }
//------------------------------------------------- private void OnHandHoverBegin(VRTRIXGloveGrab hand) { //bool showHint = false; // "Catch" the throwable by holding down the interaction button instead of pressing it. // Only do this if the throwable is moving faster than the prescribed threshold speed, // and if it isn't attached to another hand if (!attached) { if (hand.GetStandardInteractionButton()) { Rigidbody rb = GetComponent <Rigidbody>(); if (rb.velocity.magnitude >= catchSpeedThreshold) { hand.AttachObject(gameObject, attachmentFlags, attachmentPoint); //showHint = false; } } } }