void Run()
    {
        Transform interactableObject = m_coolingElement.transform.parent; // this is the gameobject which needs rotation, ...

        // get server rotation (which is the parent from this object)
        Transform server = this.transform.parent.parent;

        InteractableItem interactableItem = interactableObject.GetComponent <InteractableItem>();

        Vector3 eulerAngles = interactableItem.transform.eulerAngles;

        eulerAngles.x = 270.0f;
        eulerAngles.y = 180.0f; // IF SERVER ROT-Y is 0 THEN 0 ELSE 180
        eulerAngles.z = 0.0f;

        interactableItem.transform.eulerAngles = eulerAngles;


        Vector3 newPos = this.transform.GetChild(0).position;

        newPos.y += 0.5f; // offset
        interactableItem.transform.position = newPos;

        // set serverDoor kinematic
        //this.transform.parent.parent.gameObject.GetComponent<Rigidbody>().isKinematic = true;

        // rigidbody movement
        Rigidbody rigidbody = interactableItem.GetComponent <Rigidbody>();

        rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;


        //this.gameObject.GetComponent<ServerCoolingElement>().enabled = false;
    }
示例#2
0
    private void DetectObjectHitLabel()
    {
        InteractableItem currentHitObject = hitInteractable.GetComponent <InteractableItem>();

        //Detect what is hit with the ray, Can be a menu, arrows or an item.
        if (currentHitObject != null)
        {
            if (currentHitObject.isMenuItem)
            {
                prefab          = (GameObject)Instantiate(currentHitObject.worldPrefab, transform.position, Quaternion.Euler(0, 0, 0)); //Spawn it at the controllers pos and with 0 rotation (facing upwards)
                interactingItem = prefab.GetComponent <InteractableItem>();                                                             //Is only used for letting an object go again in this case
                interactingItem.BeginInteraction(this);
                Debug.Log(interactingItem);
            }
            else if (currentHitObject.isArrow)
            {
                currentHitObject.GetComponent <Arrows>().pressed = true;
                interactingItem = null;
            }
            else
            {
                interactingItem = currentHitObject;
            }

            if (interactingItem)                     //Starts interacting with the chosen item
            {
                if (interactingItem.IsInteracting()) //this statement is used in order to grap an item in the other hand
                {
                    interactingItem.EndInteraction(this, false);
                }

                interactingItem.BeginInteraction(this);
            }
        }
    }
示例#3
0
    private void grabBrick()
    {
        // Check if flystick is inside a brick
        GameObject[] bricks       = GameObject.FindGameObjectsWithTag("Brick");
        GameObject   selectedItem = null;

        foreach (GameObject brick in bricks)
        {
            if (brick.GetComponent <Collider>().bounds.Contains(flyStickInteraction.transform.position))
            {
                selectedItem = brick;
                break;
            }
        }

        // Check if flystick points on a brick
        if (selectedItem == null)
        {
            flyStickInteraction.sendRayForBlocks();
            selectedItem = flyStickInteraction.SelectedPart;
        }

        if (selectedItem)
        {
            interactingItem = selectedItem.GetComponent <InteractableItem>();
            if (interactingItem)
            {
                GameObject towerObject = GameObject.Find("DynamicTower");
                if (towerObject)
                {
                    TowerInteractivity tower = towerObject.GetComponent <TowerInteractivity>();

                    if (interactingItem.name.Contains(TowerInteractivity.MaxRow.ToString()) && interactingItem.GetComponent <Renderer>().material.color != Color.green)
                    {
                        //return;
                    }
                    if (interactingItem.GetComponent <Renderer>().material.color != Color.green)
                    {
                        if (tower.FirstSelected == null)
                        {
                            tower.select(interactingItem.transform.gameObject);
                            Debug.Log("select: " + interactingItem.transform.gameObject.name);
                        }
                        else
                        {
                            return;
                        }
                    }
                }
                if (interactingItem.isInteracting())
                {
                    interactingItem.EndInteraction(flyStickInteraction);
                    interactingItem = null;
                    Debug.Log("endInteraction");
                }
                interactingItem.BeginInteraction(flyStickInteraction);
            }
        }
    }
示例#4
0
    private void Update()
    {
        if (enable)
        {
            if (InputSynchronizer.GetKeyDown("space"))
            {
                float minDistance = float.MaxValue;

                float distance;
                foreach (InteractableItem item in objectsHoveringOver)
                {
                    distance = (item.transform.position - transform.position).sqrMagnitude;
                    if (distance < minDistance)
                    {
                        minDistance = distance;
                        closestItem = item;
                    }
                }

                interactingItem = closestItem;
                closestItem     = null;

                GameObject towerObject = GameObject.Find("DynamicTower");
                if (towerObject != null && interactingItem != null)
                {
                    TowerInteractivity tower = towerObject.GetComponent <TowerInteractivity>();

                    if (interactingItem.name.Contains(TowerInteractivity.MaxRow.ToString()) && interactingItem.GetComponent <Renderer>().material.color != Color.green)
                    {
                        return;
                    }
                    if (interactingItem.GetComponent <Renderer>().material.color != Color.green)
                    {
                        if (tower.FirstSelected == null)
                        {
                            tower.select(interactingItem.transform.gameObject);
                        }
                        else
                        {
                            return;
                        }
                    }
                }
                if (interactingItem)
                {
                    if (interactingItem.isInteracting())
                    {
                        interactingItem.EndInteraction(this);
                    }
                    interactingItem.BeginInteraction(this);
                }
            }
            if (InputSynchronizer.GetKeyUp("space") && interactingItem != null)
            {
                interactingItem.EndInteraction(this);
            }
        }
    }
示例#5
0
    /// <summary>
    /// Adds a interactable item to the hashmap if collision happens between itself and the controller
    /// </summary>
    private void OnTriggerEnter(Collider collider)
    {
        InteractableItem item = collider.GetComponent <InteractableItem>();

        if (item)
        {
            m_objectsHoveringOver.Add(item);
            if (m_interactionItem != item)
            {
                item.GetComponent <Renderer>().material.SetColor("_Color", Color.cyan);
            }

            //Debug.Log("Adding gameobject: " + item.gameObject.name);
        }
    }
示例#6
0
    void Run(GameObject a_hdd)
    {
        Transform interactableObject = a_hdd.transform.parent; // this is the gameobject which needs rotation, ...

        // get server rotation (which is the parent from this object)
        Transform server = this.transform.parent.parent;

        InteractableItem interactableItem = interactableObject.GetComponent <InteractableItem>();

        Vector3 newPos = this.transform.GetChild(0).position;

        interactableItem.transform.position = newPos;

        interactableItem.transform.LookAt(2 * interactableItem.transform.position - m_lookAt.transform.position);

        // adjust rigidbody movement
        Rigidbody rigidbody = interactableItem.GetComponent <Rigidbody>();

        rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionY;
    }
示例#7
0
    /// <summary>
    /// Removes a interactable item to the hashmap if collision is left between itself and the controller
    /// </summary>
    private void OnTriggerExit(Collider collider)
    {
        InteractableItem item = collider.GetComponent <InteractableItem>();

        if (item)
        {
            //if (item == m_interactionItem)
            //{
            //  if (m_interactionItem.IsInteracting() == false)
            //  {
            //    m_objectsHoveringOver.Remove(item);
            //  }
            //}
            m_objectsHoveringOver.Remove(item);

            if (m_interactionItem != item)
            {
                item.GetComponent <Renderer>().material.SetColor("_Color", Color.red);
            }

            //Debug.Log("Removing gameobject: " + item.gameObject.name);
        }
    }
示例#8
0
    // Update is called once per frame
    void Update()
    {
        if (controller == null)
        {
            Debug.Log("Controller not initialized");
            return;
        }


        if (controller.GetPressDown(triggerButton))
        {
            triggerDown = true;
        }
        if (controller.GetPressUp(triggerButton))
        {
            triggerDown = false;
        }
        if (controller.GetPressDown(menuButton))
        {
            AR.toggleAR();
        }
        if (controller.GetPressDown(triggerButton))
        {
            float minDistance = float.MaxValue;
            float distance;

            foreach (InteractableItem item in objectsHoveringOver)
            {
                if (item == null)
                {
                    objectsHoveringOver.Remove(item);
                }
                else
                {
                    distance = (item.transform.position - transform.position).sqrMagnitude;

                    if (distance < minDistance)
                    {
                        minDistance = distance;
                        closestItem = item;
                    }
                }
            }
            interactingItem = closestItem;

            if (interactingItem)
            {
                if (interactingItem.IsInteracting())
                {
                    interactingItem.EndInteraction(this);
                }

                interactingItem.BeginInteraction(this);
            }
        }

        if (controller.GetPress(triggerButton) && interactingItem != null)
        {
            if (controller.GetPressDown(gripButton) && interactingItem.GetComponent <ProductController>() != null)
            {
                interactingItem.EndInteraction(this);
                objectsHoveringOver.Remove(interactingItem);
                cart.fastAddToCart(interactingItem.GetComponent <ProductController>());
                interactingItem = null;
            }
        }

        if (controller.GetPressUp(triggerButton) && interactingItem != null)
        {
            if (ARobjGrabbed)
            {
                interactingItem.GetComponent <BoxCollider>().isTrigger = true;
                ARobjGrabbed = false;
            }
            interactingItem.EndInteraction(this);
            objectsHoveringOver.Remove(interactingItem);
            interactingItem = null;
        }


        if (controller.GetPressDown(gripButton))
        {
            if (AR.getActiveStatus())
            {
                AR.setWand(this);
                AR.gripButtonPressed(true);
            }
        }

        if (controller.GetPressUp(gripButton))
        {
            AR.gripButtonPressed(false);
        }
    }
示例#9
0
    // Update is called once per frame
    void Update()
    {
        if (controller == null)
        {
            Debug.Log("Controller not initialized");
            return;
        }

        else
        {
            if (controller.GetPressDown(triggerButton))
            {
                float minDistance = float.MaxValue;

                float distance;
                foreach (InteractableItem item in objectsHoveringOver) //Goes through all the objects and detects which is closest to the controller
                {
                    distance = (item.transform.position - transform.position).sqrMagnitude;

                    if (distance < minDistance)
                    {
                        minDistance = distance;
                        closestItem = item;
                    }
                }

                if (closestItem != null && closestItem.isMenuItem)                                                                     //If the item pressed is something on the menu, then instantiate an object corresponding to the one on the menu
                {
                    prefab          = (GameObject)Instantiate(closestItem.worldPrefab, transform.position, Quaternion.Euler(0, 0, 0)); //Spawn it at the controllers pos and with 0 rotation (facing upwards)
                    interactingItem = prefab.GetComponent <InteractableItem>();                                                        //Is only used for letting an object go again in this case
                    closestItem     = null;
                    interactingItem.BeginInteraction(this);
                }
                else if (closestItem != null && closestItem.isArrow) //If an arrow is pressed. simply tell the arrow and make it change menu page
                {
                    closestItem.GetComponent <Arrows>().pressed = true;
                    interactingItem = null;
                    closestItem     = null;
                }
                else
                {
                    interactingItem = closestItem;
                    closestItem     = null;
                }

                if (interactingItem)                     //Starts interacting with the chosen item
                {
                    if (interactingItem.IsInteracting()) //this statement is used in order to grap an item in the other hand
                    {
                        interactingItem.EndInteraction(this, false);
                    }

                    interactingItem.BeginInteraction(this);
                }
            }

            if (controller.GetPressUp(triggerButton) && interactingItem != null)
            {
                interactingItem.EndInteraction(this, false); //Stops interaction with the item held
                interactingItem = null;
            }
        }
        if (interactingItem != null)
        {
            if (controller.GetPressDown(menuButton) && !interactingItem.isMenuItem && !interactingItem.isArrow)
            {
                objectsHoveringOver.Clear();
                closestItem = null;
                interactingItem.EndInteraction(this, true);
                interactingItem = null;
            }
        }

        //if the controller has the menu attached then we can disable/enable the menu with that controller by pressing the Touch Pad
        if (controller.GetPressDown(padButton) && changeMenu == false && controller.index == 2)
        {
            isMenuActive = !isMenuActive;
            changeMenu   = true;
            Menu(isMenuActive);
        }
    }