Пример #1
0
        //-------------------------------------------------
        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
                }
            }
        }
Пример #2
0
        //-------------------------------------------------
        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
            }
        }
Пример #3
0
        //-------------------------------------------------
        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
            }
        }