示例#1
0
    /// <summary>
    /// completely restores the UFPS player hierarchy for desktop mode play. called
    /// from this script's 'OnDisable'
    /// </summary>
    protected virtual void RestorePlayerHierarchy()
    {
        // prevent nullrefs if scene is being cleared
        if (m_AppQuitting)
        {
            return;
        }

        // don't do anything if the hierarchy hasn't been modified
        if (CenterEyeAnchor == null)
        {
            return;
        }

        // restore FPCamera
        if (FPCamera != null)
        {
            FPCamera.PositionOffset = m_FPCameraOffsetBak;

            // reenable Unity camera component
            if (FPCamera.Camera != null)
            {
                FPCamera.Camera.enabled = true;
                FPCamera.Refresh();
            }
        }

        // reactivate weapon camera (if any)
        if (WeaponCamera != null)
        {
            vp_Utility.Activate(WeaponCamera.gameObject, true);
            if (FPCamera != null)
            {
                FPCamera.SnapSprings();
                FPCamera.SnapZoom();
            }
            if (WeaponHandler != null)
            {
                if (WeaponHandler.CurrentWeapon != null)
                {
                    WeaponHandler.CurrentWeapon.ResetState();
                }
            }
            if (FPCamera != null)
            {
                FPCamera.Refresh();
            }
        }

        // reactivate player body
        // NOTE: if player body has a foot fx handler, this should reenable it
        if (BodyAnimator != null)
        {
            vp_Utility.Activate(BodyAnimator.gameObject, true);
        }

        // disable our own foot fx handler
        if (VRFootFXHandler != null)
        {
            VRFootFXHandler.enabled = false;
        }

        // reenable desktop audio listener
        if (FPPlayer != null)
        {
            AudioListener[] desktopAudioListeners = FPPlayer.GetComponentsInChildren <AudioListener>(true);
            bool            done = false;
            foreach (AudioListener a in desktopAudioListeners)
            {
                if (!done)                  // only enable a single audio listener
                {
                    a.enabled = true;
                    done      = true;
                }
            }
        }

        // disable our own audio listener
        if (VRAudioListener != null)
        {
            VRAudioListener.enabled = false;
        }

        // reenable the UFPS HUD (if any)
        if (DesktopHUD != null)
        {
            DesktopHUD.enabled = true;
        }

        // unhide the UFPS crosshair
        if (DesktopCrosshair != null)
        {
            DesktopCrosshair.Hide = false;
        }

        // reallow vp_FPInput from processing pitch and yaw
        if (FPInput != null)
        {
            FPInput.MouseLookMutePitch = false;
            FPInput.MouseLookMuteYaw   = false;
        }

        // reenable all camera motion settings
        if (FPCamera != null)
        {
            FPCamera.MuteBob          = false;
            FPCamera.MuteEarthquakes  = false;
            FPCamera.MuteShakes       = false;
            FPCamera.MuteRoll         = false;
            FPCamera.MuteFallImpacts  = false;
            FPCamera.MuteBombShakes   = false;
            FPCamera.MuteGroundStomps = false;
        }

        if (FPController != null)
        {
            FPController.PhysicsForceDamping   = m_ControllerForceDampingBak;
            FPController.PhysicsSlopeSlidiness = m_ControllerSlopeSlidinessBak;
        }

        if (FPPlayer != null)
        {
            FPPlayer.RefreshActivityStates();
        }
    }
示例#2
0
    /// <summary>
    /// strips and modifies the UFPS player hierarchy so it works with the various
    /// 'vp_VRCameraManager' logics. called from this script's 'OnEnable'
    /// </summary>
    protected virtual IEnumerator ModifyPlayerHierarchy()
    {
        yield return(new WaitForEndOfFrame());

        if (m_AppQuitting)
        {
            yield return(null);
        }

        // disable the Unity camera on the FPCamera gameobject because the
        // OVRCameraRig has its own cameras
        if ((FPCamera != null) && (FPCamera.Camera != null))
        {
            FPCamera.Camera.enabled = false;
        }

        if (FPController != null)
        {
            m_ControllerForceDampingBak   = FPController.PhysicsForceDamping;
            m_ControllerSlopeSlidinessBak = FPController.PhysicsSlopeSlidiness;
        }

        // disable weapon camera because it does not apply / work in VR
        if (WeaponCamera != null)
        {
            vp_Utility.Activate(WeaponCamera.gameObject, false);
            FPCamera.SnapSprings();
            FPCamera.SnapZoom();
            if (WeaponHandler.CurrentWeapon != null)
            {
                WeaponHandler.CurrentWeapon.ResetState();
            }
            FPCamera.Refresh();
        }

        // disable local player body because it does not have advanced enough IK
        // for VR (at least not until UFPS 2)
        // NOTE: this will also disable any vp_PlayerFootFXHandler placed on the body object
        if (BodyAnimator != null)
        {
            vp_Utility.Activate(BodyAnimator.gameObject, false);
        }

        // enable the VR foot fx handler (if any - placed directly on the controller object)
        if (VRFootFXHandler != null)
        {
            VRFootFXHandler.enabled = true;
        }

        // disable all audio listeners on the player and enable our own
        if (VRAudioListener != null)
        {
            VRAudioListener.enabled = true;
        }
        AudioListener[] desktopAudioListeners = FPPlayer.GetComponentsInChildren <AudioListener>(true);
        foreach (AudioListener a in desktopAudioListeners)
        {
            a.enabled = false;
        }

        // disable the UFPS HUD (if any)
        if (DesktopHUD != null)
        {
            DesktopHUD.enabled = false;
        }

        // hide the UFPS crosshair
        if (DesktopCrosshair != null)
        {
            DesktopCrosshair.Hide = true;
        }
    }