private void OnCollisionEnter(Collision collision) { if (debug) { Debug.Log("OnCollisionEnter: " + collision.gameObject.name); } // Cannot collide with "gloves on" VRNodeMinion enteringVrNodeMinion = collision.gameObject.GetComponent <VRNodeMinion>(); if (enteringVrNodeMinion.glove != null && enteringVrNodeMinion.glove.gameObject.activeInHierarchy) { return; } // The collider is oversized. Use the distance from center to determine intensity of the effect. // This can only collide with a "Hand" Layer, which has a VRNodeMinion component. So, no check needed. var sit = new HandSituation(); HandSituations.Add(sit); sit.hand = enteringVrNodeMinion; state = OpponentState.Hit; SetRends(rewardMat); // Arbitrarily assign fx one to left and fx two to right if (sit.hand.GetIsLeftHand()) { sit.fx_hitHand = fx_hitHand_one; } else { sit.fx_hitHand = fx_hitHand_two; } sit.fx_hitHand.SetActive(true); sit.fx_hitHand.transform.position = sit.hand.transform.position; if (MyMusicTrackIndex == -1) { MyMusicTrackIndex = GameLord.instance.MusicLord.NextStemOnIndex( ); if (debug) { Debug.Log("next track index: " + MyMusicTrackIndex); } } }
private void Start( ) { instance = this; if (isVR) { player_VR.SetActive(true); player_PC.SetActive(false); HeadVR = player_VR.GetComponent <VRNodeLord> ( ).head; LeftHandVR = player_VR.GetComponent <VRNodeLord> ( ).leftHand; RightHandVR = player_VR.GetComponent <VRNodeLord> ( ).rightHand; } else { player_VR.SetActive(false); player_PC.SetActive(true); HeadPC = player_PC.GetComponent <PlayerCurriculumPC> ( ).Head; LeftHandPC = player_PC.GetComponent <PlayerCurriculumPC> ( ).LeftHand; RightHandPC = player_PC.GetComponent <PlayerCurriculumPC> ( ).RightHand; } }
private void OnCollisionExit(Collision collision) { if (debug) { Debug.Log("OnCollisionExit"); } VRNodeMinion exitingVrNodeMinion = collision.gameObject.GetComponent <VRNodeMinion>(); if (exitingVrNodeMinion != null) { // Iterate through the list of hands for (int i = HandSituations.Count - 1; i >= 0; i--) { if (exitingVrNodeMinion == HandSituations[i].hand) { HandSituations.RemoveAt(i); } } // Adjust the state based on number of current collisions if (HandSituations.Count == 0) { state = OpponentState.Untouched; SetRends(rhythmMat); rewardMat.SetColor("_EmissionColor", rewardMat.color * 0.5f); if (debug) { Debug.Log("OnCollisionExit: Untouched"); } } else { state = OpponentState.Hit; } } }
private void OnCollisionEnter(Collision collision) { if (state == OpponentState.Untouched) { VRNodeMinion vrNodeMinion = collision.gameObject.GetComponent <VRNodeMinion>(); if (vrNodeMinion != null) { var sit = new HandSituation(); HandSituations.Add(sit); sit.hand = vrNodeMinion; reboundDir = sit.hand.GetForce( ).normalized; reboundMod = sit.hand.GetForce( ).magnitude / Time.deltaTime * 2.0f; // This range is about 0.0f to 4.0f. if (debug) { Debug.Log("Hit by hand reboundMod: " + reboundMod); } // Can only collide with "gloves on" if (sit.hand.glove != null && sit.hand.glove.gameObject.activeInHierarchy) { state = OpponentState.Hit; GameLord.instance.MusicLord.PlayResponseClip(transform.localPosition); SetRends(rewardMat); fx_hitHand_one.SetActive(true); OpponentLord.RegisterHit(this); // Flatten transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, 0.1f * transform.localScale.z); // Turn light rewardMat.SetColor("_EmissionColor", rewardMat.color * 0.25f * reboundMod); } else { state = OpponentState.Missed; SetRends(punishMat); timer = 0.5f; } } } else if (state == OpponentState.Passed) { // Can only damage the player once if (!damage && collision.gameObject == GameLord.instance.Player.head) { damage = true; timer = 0.5f; // Give the fx time GameLord.instance.Player.OnDamage(transform.position); } } else if (state == OpponentState.Hit) { if (debug) { Debug.Log("OnCollisionEnter: Hit by other: " + collision.gameObject.name); } if (!finished) { Shrink shrink = collision.gameObject.GetComponent <Shrink>(); if (shrink != null) { if (debug) { Debug.Log("OnCollisionEnter: Hit by Shrink"); } shrink.OnHit( ); fx_hitTrigger.SetActive(true); timer = 1.0f; // Give the fx time finished = true; } } } }