//------------------------------------------------- private void HandAttachedUpdate(Hand 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 { InstantiateAndSetArrow(); 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.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; } GrabTypes bestGrab = hand.GetBestGrabbingType(GrabTypes.Pinch, true); // 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) && bestGrab != GrabTypes.None && !nocked) { if (_currentArrow == null) { InstantiateAndSetArrow(); } nocked = true; nockedWithType = bestGrab; _bow.StartNock(this); hand.HoverLock(GetComponent <Interactable>()); _currentArrow.transform.parent = _bow.nockTransform; Util.ResetTransform(_currentArrow.transform); Util.ResetTransform(ArrowNockTransform); } } if (_currentArrowCmpt != null) { _currentArrowCmpt.Charging = nocked && _bow.pulled; } // If arrow is nocked, and we release the trigger if (nocked) { if (hand.IsGrabbingWithType(nockedWithType) == false) { 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; nockedWithType = GrabTypes.None; _bow.ReleaseNock(); hand.HoverUnlock(GetComponent <Interactable>()); } _bow.StartRotationLerp(); // Arrow is releasing from the bow, tell the bow to lerp back to controller rotation } } }
//------------------------------------------------- private void HandAttachedUpdate(Hand 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(); } var 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) { var 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) { var 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.controller.GetPress(SteamVR_Controller.ButtonMask.Trigger) && !nocked) { if (currentArrow == null) { currentArrow = InstantiateArrow(); } nocked = true; bow.StartNock(this); hand.HoverLock(GetComponent <Interactable>()); 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.controller.GetPress(SteamVR_Controller.ButtonMask.Trigger) || hand.controller.GetPressUp(SteamVR_Controller.ButtonMask.Trigger))) { 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 <Interactable>()); allowTeleport.teleportAllowed = true; } bow.StartRotationLerp(); // Arrow is releasing from the bow, tell the bow to lerp back to controller rotation } }
//------------------------------------------------- private void HandAttachedUpdate(Hand hand) { //quiver.GetComponent<Quiver>(). //Debug.Log("update"); if (bow == null) { FindBow(); } if (bow == null) { return; } float distanceToNockPosition = Vector3.Distance(transform.parent.position, bow.nockTransform.position); int quiverType = quiverSelection.GetComponent <Dropdown>().value + 1; switch (quiverType) { case 1: quiver = GameObject.Find("Quiver (Neck)"); break; case 2: quiver = GameObject.Find("Quiver (Shoulder)"); break; case 3: quiver = GameObject.Find("Quiver (Chest)"); break; default: print("Oops"); break; } noQuiver = quiverEnable.GetComponent <Toggle>().isOn; if (allowArrowSpawn && (currentArrow == null) && ((noQuiver || quiver.GetComponent <Interactable>().isHovering))) // If we're allowed to have an active arrow in hand but don't yet, spawn one { currentArrow = InstantiateArrow(); arrowSpawnSound.Play(); hand.TriggerHapticPulse(5000); } // If there's an arrow spawned in the hand and it's not nocked yet else if ((currentArrow != null) && !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.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; } } GrabTypes bestGrab = hand.GetBestGrabbingType(GrabTypes.Pinch, true); // 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) && bestGrab != GrabTypes.None && !nocked) { if (currentArrow == null) { currentArrow = InstantiateArrow(); } nocked = true; nockedWithType = bestGrab; bow.StartNock(this); hand.HoverLock(GetComponent <Interactable>()); 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.IsGrabbingWithType(nockedWithType) == false) { 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; nockedWithType = GrabTypes.None; bow.ReleaseNock(); hand.HoverUnlock(GetComponent <Interactable>()); allowTeleport.teleportAllowed = true; } bow.StartRotationLerp(); // Arrow is releasing from the bow, tell the bow to lerp back to controller rotation } }