public GetArcPositionAtTime ( float time ) : Vector3 | ||
time | float | |
리턴 | Vector3 |
//------------------------------------------------- private void UpdatePointer() { Vector3 pointerStart = pointerStartTransform.position; Vector3 pointerEnd; Vector3 pointerDir = pointerStartTransform.forward; bool hitSomething = false; bool showPlayAreaPreview = false; Vector3 playerFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess; Vector3 arcVelocity = pointerDir * arcDistance; TeleportMarkerBase hitTeleportMarker = null; //Check pointer angle float dotUp = Vector3.Dot(pointerDir, Vector3.up); float dotForward = Vector3.Dot(pointerDir, player.hmdTransform.forward); bool pointerAtBadAngle = false; if ((dotForward > 0 && dotUp > 0.75f) || (dotForward < 0.0f && dotUp > 0.5f)) { pointerAtBadAngle = true; } //Trace to see if the pointer hit anything RaycastHit hitInfo; teleportArc.SetArcData(pointerStart, arcVelocity, true, pointerAtBadAngle); if (teleportArc.DrawArc(out hitInfo)) { hitSomething = true; hitTeleportMarker = hitInfo.collider.GetComponentInParent <TeleportMarkerBase>(); } if (pointerAtBadAngle) { hitTeleportMarker = null; } HighlightSelected(hitTeleportMarker); if (hitTeleportMarker != null) //Hit a teleport marker { if (hitTeleportMarker.locked) { teleportArc.SetColor(pointerLockedColor); #if (UNITY_5_4) pointerLineRenderer.SetColors(pointerLockedColor, pointerLockedColor); #else pointerLineRenderer.startColor = pointerLockedColor; pointerLineRenderer.endColor = pointerLockedColor; #endif destinationReticleTransform.gameObject.SetActive(false); } else { teleportArc.SetColor(pointerValidColor); #if (UNITY_5_4) pointerLineRenderer.SetColors(pointerValidColor, pointerValidColor); #else pointerLineRenderer.startColor = pointerValidColor; pointerLineRenderer.endColor = pointerValidColor; #endif destinationReticleTransform.gameObject.SetActive(hitTeleportMarker.showReticle); } offsetReticleTransform.gameObject.SetActive(true); invalidReticleTransform.gameObject.SetActive(false); pointedAtTeleportMarker = hitTeleportMarker; pointedAtPosition = hitInfo.point; if (showPlayAreaMarker) { //Show the play area marker if this is a teleport area TeleportArea teleportArea = pointedAtTeleportMarker as TeleportArea; if (teleportArea != null && !teleportArea.locked && playAreaPreviewTransform != null) { Vector3 offsetToUse = playerFeetOffset; //Adjust the actual offset to prevent the play area marker from moving too much if (!movedFeetFarEnough) { float distanceFromStartingOffset = Vector3.Distance(playerFeetOffset, startingFeetOffset); if (distanceFromStartingOffset < 0.1f) { offsetToUse = startingFeetOffset; } else if (distanceFromStartingOffset < 0.4f) { offsetToUse = Vector3.Lerp(startingFeetOffset, playerFeetOffset, (distanceFromStartingOffset - 0.1f) / 0.3f); } else { movedFeetFarEnough = true; } } playAreaPreviewTransform.position = pointedAtPosition + offsetToUse; showPlayAreaPreview = true; } } pointerEnd = hitInfo.point; } else //Hit neither { destinationReticleTransform.gameObject.SetActive(false); offsetReticleTransform.gameObject.SetActive(false); teleportArc.SetColor(pointerInvalidColor); #if (UNITY_5_4) pointerLineRenderer.SetColors(pointerInvalidColor, pointerInvalidColor); #else pointerLineRenderer.startColor = pointerInvalidColor; pointerLineRenderer.endColor = pointerInvalidColor; #endif invalidReticleTransform.gameObject.SetActive(!pointerAtBadAngle); //Orient the invalid reticle to the normal of the trace hit point Vector3 normalToUse = hitInfo.normal; float angle = Vector3.Angle(hitInfo.normal, Vector3.up); if (angle < 15.0f) { normalToUse = Vector3.up; } invalidReticleTargetRotation = Quaternion.FromToRotation(Vector3.up, normalToUse); invalidReticleTransform.rotation = Quaternion.Slerp(invalidReticleTransform.rotation, invalidReticleTargetRotation, 0.1f); //Scale the invalid reticle based on the distance from the player float distanceFromPlayer = Vector3.Distance(hitInfo.point, player.hmdTransform.position); float invalidReticleCurrentScale = Util.RemapNumberClamped(distanceFromPlayer, invalidReticleMinScaleDistance, invalidReticleMaxScaleDistance, invalidReticleMinScale, invalidReticleMaxScale); invalidReticleScale.x = invalidReticleCurrentScale; invalidReticleScale.y = invalidReticleCurrentScale; invalidReticleScale.z = invalidReticleCurrentScale; invalidReticleTransform.transform.localScale = invalidReticleScale; pointedAtTeleportMarker = null; if (hitSomething) { pointerEnd = hitInfo.point; } else { pointerEnd = teleportArc.GetArcPositionAtTime(teleportArc.arcDuration); } //Debug floor if (debugFloor) { floorDebugSphere.gameObject.SetActive(false); floorDebugLine.gameObject.SetActive(false); } } if (playAreaPreviewTransform != null) { playAreaPreviewTransform.gameObject.SetActive(showPlayAreaPreview); } if (!showOffsetReticle) { offsetReticleTransform.gameObject.SetActive(false); } destinationReticleTransform.position = pointedAtPosition; invalidReticleTransform.position = pointerEnd; onActivateObjectTransform.position = pointerEnd; onDeactivateObjectTransform.position = pointerEnd; offsetReticleTransform.position = pointerEnd - playerFeetOffset; reticleAudioSource.transform.position = pointedAtPosition; pointerLineRenderer.SetPosition(0, pointerStart); pointerLineRenderer.SetPosition(1, pointerEnd); }
void UpdatePointer() { Vector3 pointerStart = player.rightHand.transform.position; Vector3 pointerDir = player.rightHand.transform.forward; Vector3 playerFeetOffset = player.transform.position - player.feetPositionGuess; bool hitSomething = false; Vector3 arcVelocity = pointerDir * arcDistance; TeleportMarkerBase hitTeleportMarker = null; bool pointerAtBadAngle = PointerAtBadAngle(pointerDir); //Trace to see if the pointer hit anything teleportArc.SetArcData(pointerStart, arcVelocity, true, pointerAtBadAngle); RaycastHit hit; Vector3 hit_point = Vector3.zero; if (teleportArc.DrawArc(out hit, traceLayerMask)) { hitSomething = true; hitTeleportMarker = hit.collider.GetComponentInParent <TeleportMarkerBase>(); } HighlightSelected(pointerAtBadAngle ? null : hitTeleportMarker); if (pointerAtBadAngle) { teleportArc.SetColor(pointerInvalidColor); } else { if (hitTeleportMarker != null) { if (hitTeleportMarker.locked) { SetArcColor(pointerLockedColor); } else { SetArcColor(pointerValidColor); } } else { //check validity of position SetArcColor(pointerValidColor); } } if (hitTeleportMarker != null) //Hit a teleport marker { potential_teleport_point = hitTeleportMarker.transform.position; potential_teleport_valid = !pointerAtBadAngle && !hitTeleportMarker.locked; } else //Hit neither { potential_teleport_point = hitSomething ? hit.point : teleportArc.GetArcPositionAtTime(teleportArc.arcDuration); potential_teleport_valid = !pointerAtBadAngle; } SetReticleActive(pointerAtBadAngle, potential_teleport_point, hitTeleportMarker != null); pointerLineRenderer.SetPosition(0, pointerStart); pointerLineRenderer.SetPosition(1, potential_teleport_point); }