//------------------------------------------------- // Called every Update() while a Hand is hovering over this object //------------------------------------------------- private void HandHoverUpdate(VRTRIXGloveGrab hand) { //Debug.Log(VRTRIXGloveVRInteraction.GetGesture(hand.GetHandType())); if (hand.GetStandardInteractionButtonDown()) { if (hand.currentAttachedObject != gameObject) { isHoveredbyHand = true; //Call this to continue receiving HandHoverUpdate messages, // and prevent the hand from hovering over anything else hand.HoverLock(GetComponent <VRTRIXInteractable>()); if (hand.GetHandType() == HANDTYPE.LEFT_HAND) { // Attach this object to the left hand //hand.AttachObject(gameObject, attachmentFlags); hand.AttachLongBow(gameObject, attachmentFlags, "L_Middle_1"); gameObject.transform.localPosition = new Vector3(-0.311f, 0.072f, 0.04f); gameObject.transform.localRotation = Quaternion.Euler(0, 200f, 90f); } else if (hand.GetHandType() == HANDTYPE.RIGHT_HAND) { hand.AttachLongBow(gameObject, attachmentFlags, "R_Middle_1"); gameObject.transform.localPosition = new Vector3(-0.311f, 0.072f, 0.04f); gameObject.transform.localRotation = Quaternion.Euler(0, -20f, -90f); } } } }
//------------------------------------------------- private void HidePointer() { if (visible) { pointerHideStartTime = Time.time; } visible = false; if (pointerHand) { if (ShouldOverrideHoverLock()) { //Restore the original hovering interactable on the hand if (originalHoverLockState == true) { pointerHand.HoverLock(originalHoveringInteractable); } else { pointerHand.HoverUnlock(null); } } //Stop looping sound loopingAudioSource.Stop(); PlayAudioClip(pointerAudioSource, pointerStopSound); } teleportPointerObject.SetActive(false); teleportArc.Hide(); foreach (VRTRIXTeleportMarkerBase teleportMarker in teleportMarkers) { if (teleportMarker != null && teleportMarker.markerActive && teleportMarker.gameObject != null) { teleportMarker.gameObject.SetActive(false); } } destinationReticleTransform.gameObject.SetActive(false); invalidReticleTransform.gameObject.SetActive(false); offsetReticleTransform.gameObject.SetActive(false); if (playAreaPreviewTransform != null) { playAreaPreviewTransform.gameObject.SetActive(false); } if (onActivateObjectTransform.gameObject.activeSelf) { onActivateObjectTransform.gameObject.SetActive(false); } onDeactivateObjectTransform.gameObject.SetActive(true); pointerHand = null; }
//------------------------------------------------- public void StartNock(VRTRIXGloveArrowHand currentArrowHand) { arrowHand = currentArrowHand; hand.HoverLock(GetComponent <VRTRIXInteractable>()); nocked = true; nockLerpStartTime = Time.time; nockLerpStartRotation = pivotTransform.rotation; // Sound of arrow sliding on nock as it's being pulled back arrowSlideSound.Play(); // Decide which hand we're drawing with and lerp to the correct side DoHandednessCheck(); }
//------------------------------------------------- private void OnAttachedToHand(VRTRIXGloveGrab hand) { attached = true; onPickUp.Invoke(); hand.HoverLock(null); Rigidbody rb = GetComponent <Rigidbody>(); rb.isKinematic = true; rb.interpolation = RigidbodyInterpolation.None; velocityEstimator.BeginEstimatingVelocity(); //if (hand.controller == null) //{ // velocityEstimator.BeginEstimatingVelocity(); //} attachTime = Time.time; attachPosition = transform.position; attachRotation = transform.rotation; if (attachEaseIn) { attachEaseInTransform = hand.transform; if (!Util.IsNullOrEmpty(attachEaseInAttachmentNames)) { float smallestAngle = float.MaxValue; for (int i = 0; i < attachEaseInAttachmentNames.Length; i++) { Transform t = hand.GetAttachmentTransform(attachEaseInAttachmentNames[i]); float angle = Quaternion.Angle(t.rotation, attachRotation); if (angle < smallestAngle) { attachEaseInTransform = t; smallestAngle = angle; } } } } snapAttachEaseInCompleted = false; }
//------------------------------------------------- // Called every Update() while a Hand is hovering over this object //------------------------------------------------- private void HandHoverUpdate(VRTRIXGloveGrab hand) { //Debug.Log(VRTRIXGloveVRInteraction.GetGesture(hand.GetHandType())); if (hand.GetStandardInteractionButtonDown()) { if (hand.currentAttachedObject != gameObject) { // Save our position/rotation so that we can restore it when we detach oldPosition = transform.position; oldRotation = transform.rotation; //Call this to continue receiving HandHoverUpdate messages, // and prevent the hand from hovering over anything else hand.HoverLock(GetComponent <VRTRIXInteractable>()); // Attach this object to the hand hand.AttachObject(gameObject, attachmentFlags); } } }
//------------------------------------------------- private void HandAttachedUpdate(VRTRIXGloveGrab hand) { if (bow == null) { FindBow(); } if (bow == null) { return; } if (allowArrowSpawn && (currentArrow == null)) // If we're allowed to have an active arrow in hand but don't yet, spawn one { currentArrow = InstantiateArrow(); arrowSpawnSound.Play(); } float distanceToNockPosition = Vector3.Distance(transform.parent.position, bow.nockTransform.position); // If there's an arrow spawned in the hand and it's not nocked yet if (!nocked) { // If we're close enough to nock position that we want to start arrow rotation lerp, do so if (distanceToNockPosition < rotationLerpThreshold) { float lerp = Util.RemapNumber(distanceToNockPosition, rotationLerpThreshold, lerpCompleteDistance, 0, 1); arrowNockTransform.rotation = Quaternion.Lerp(arrowNockTransform.parent.rotation, bow.nockRestTransform.rotation, lerp); } else // Not close enough for rotation lerp, reset rotation { arrowNockTransform.localRotation = Quaternion.identity; } // If we're close enough to the nock position that we want to start arrow position lerp, do so if (distanceToNockPosition < positionLerpThreshold) { float posLerp = Util.RemapNumber(distanceToNockPosition, positionLerpThreshold, lerpCompleteDistance, 0, 1); posLerp = Mathf.Clamp(posLerp, 0f, 1f); arrowNockTransform.position = Vector3.Lerp(arrowNockTransform.parent.position, bow.nockRestTransform.position, posLerp); } else // Not close enough for position lerp, reset position { arrowNockTransform.position = arrowNockTransform.parent.position; } // Give a haptic tick when lerp is visually complete if (distanceToNockPosition < lerpCompleteDistance) { if (!arrowLerpComplete) { arrowLerpComplete = true; //hand.controller.TriggerHapticPulse(500); } } else { if (arrowLerpComplete) { arrowLerpComplete = false; } } // Allow nocking the arrow when controller is close enough if (distanceToNockPosition < nockDistance) { if (!inNockRange) { inNockRange = true; bow.ArrowInPosition(); } } else { if (inNockRange) { inNockRange = false; } } // If arrow is close enough to the nock position and we're pressing the trigger, and we're not nocked yet, Nock if ((distanceToNockPosition < nockDistance) && hand.GetStandardInteractionButtonDown() && !nocked) { if (currentArrow == null) { currentArrow = InstantiateArrow(); } nocked = true; bow.StartNock(this); hand.HoverLock(GetComponent <VRTRIXInteractable>()); allowTeleport.teleportAllowed = false; currentArrow.transform.parent = bow.nockTransform; Util.ResetTransform(currentArrow.transform); Util.ResetTransform(arrowNockTransform); } } // If arrow is nocked, and we release the trigger if (nocked && (!hand.GetStandardInteractionButtonDown())) { if (bow.pulled) // If bow is pulled back far enough, fire arrow, otherwise reset arrow in arrowhand { FireArrow(); } else { arrowNockTransform.rotation = currentArrow.transform.rotation; currentArrow.transform.parent = arrowNockTransform; Util.ResetTransform(currentArrow.transform); nocked = false; bow.ReleaseNock(); hand.HoverUnlock(GetComponent <VRTRIXInteractable>()); allowTeleport.teleportAllowed = true; } bow.StartRotationLerp(); // Arrow is releasing from the bow, tell the bow to lerp back to controller rotation } }
//------------------------------------------------- private void ShowPointer(VRTRIXGloveGrab newPointerHand, VRTRIXGloveGrab oldPointerHand) { if (!visible) { pointedAtTeleportMarker = null; pointerShowStartTime = Time.time; visible = true; meshFading = true; teleportPointerObject.SetActive(false); teleportArc.Show(); foreach (VRTRIXTeleportMarkerBase teleportMarker in teleportMarkers) { if (teleportMarker.markerActive && teleportMarker.ShouldActivate(player.feetPositionGuess)) { teleportMarker.gameObject.SetActive(true); teleportMarker.Highlight(false); } } startingFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess; movedFeetFarEnough = false; if (onDeactivateObjectTransform.gameObject.activeSelf) { onDeactivateObjectTransform.gameObject.SetActive(false); } onActivateObjectTransform.gameObject.SetActive(true); loopingAudioSource.clip = pointerLoopSound; loopingAudioSource.loop = true; loopingAudioSource.Play(); loopingAudioSource.volume = 0.0f; } if (oldPointerHand) { if (ShouldOverrideHoverLock()) { //Restore the original hovering interactable on the hand if (originalHoverLockState == true) { oldPointerHand.HoverLock(originalHoveringInteractable); } else { oldPointerHand.HoverUnlock(null); } } } pointerHand = newPointerHand; if (visible && oldPointerHand != pointerHand) { PlayAudioClip(pointerAudioSource, pointerStartSound); } if (pointerHand) { pointerStartTransform = GetPointerStartTransform(pointerHand); //print(pointerStartTransform); if (pointerHand.currentAttachedObject != null) { allowTeleportWhileAttached = pointerHand.currentAttachedObject.GetComponent <VRTRIXAllowTeleportWhileAttachedToHand>(); } //Keep track of any existing hovering interactable on the hand originalHoverLockState = pointerHand.hoverLocked; originalHoveringInteractable = pointerHand.hoveringInteractable; if (ShouldOverrideHoverLock()) { pointerHand.HoverLock(null); } pointerAudioSource.transform.SetParent(pointerStartTransform); pointerAudioSource.transform.localPosition = Vector3.zero; loopingAudioSource.transform.SetParent(pointerStartTransform); loopingAudioSource.transform.localPosition = Vector3.zero; } }