示例#1
0
    //-------------------------------------------------
    // Called every Update() while a Hand is hovering over this object
    //-------------------------------------------------
    private void HandHoverUpdate(ValveVR.Hand hand)
    {
        ValveVR.GrabTypes startingGrabType = hand.GetGrabStarting();
        bool isGrabEnding = hand.IsGrabEnding(this.gameObject);

        if (interactable.attachedToHand == null && startingGrabType != ValveVR.GrabTypes.None)
        {
            // Save our position/rotation so that we can restore it when we detach
            //oldPosition = transform.position;
            //oldRotation = transform.rotation;

            // Call this to continue receiving HandHoverUpdate messages,
            // and prevent the hand from hovering over anything else
            hand.HoverLock(interactable);

            // Attach this object to the hand
            hand.AttachObject(gameObject, startingGrabType, attachmentFlags);
        }
        else if (isGrabEnding)
        {
            // Detach this object from the hand
            hand.DetachObject(gameObject);

            // Call this to undo HoverLock
            hand.HoverUnlock(interactable);

            // Restore position/rotation
            //transform.position = oldPosition;
            //transform.rotation = oldRotation;
        }
    }
示例#2
0
        //-------------------------------------------------
        private void ShowPointer(Hand newPointerHand, Hand oldPointerHand)
        {
            if (!visible)
            {
                pointedAtTeleportMarker = null;
                pointerShowStartTime    = Time.time;
                visible    = true;
                meshFading = true;

                teleportPointerObject.SetActive(false);
                teleportArc.Show();

                foreach (TeleportMarkerBase teleportMarker in teleportMarkers)
                {
                    if (teleportMarker.markerActive && teleportMarker.ShouldActivate(player.feetPositionGuess))
                    {
                        teleportMarker.gameObject.SetActive(true);
                        teleportMarker.Highlight(false);
                    }
                }

                startingFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess;
                movedFeetFarEnough = false;

                if (onDeactivateObjectTransform.gameObject.activeSelf)
                {
                    onDeactivateObjectTransform.gameObject.SetActive(false);
                }
                onActivateObjectTransform.gameObject.SetActive(true);

                loopingAudioSource.clip = pointerLoopSound;
                loopingAudioSource.loop = true;
                loopingAudioSource.Play();
                loopingAudioSource.volume = 0.0f;
            }


            if (oldPointerHand)
            {
                if (ShouldOverrideHoverLock())
                {
                    //Restore the original hovering interactable on the hand
                    if (originalHoverLockState == true)
                    {
                        oldPointerHand.HoverLock(originalHoveringInteractable);
                    }
                    else
                    {
                        oldPointerHand.HoverUnlock(null);
                    }
                }
            }

            pointerHand = newPointerHand;

            if (visible && oldPointerHand != pointerHand)
            {
                PlayAudioClip(pointerAudioSource, pointerStartSound);
            }

            if (pointerHand)
            {
                pointerStartTransform = GetPointerStartTransform(pointerHand);

                if (pointerHand.currentAttachedObject != null)
                {
                    allowTeleportWhileAttached = pointerHand.currentAttachedObject.GetComponent <AllowTeleportWhileAttachedToHand>();
                }

                //Keep track of any existing hovering interactable on the hand
                originalHoverLockState       = pointerHand.hoverLocked;
                originalHoveringInteractable = pointerHand.hoveringInteractable;

                if (ShouldOverrideHoverLock())
                {
                    pointerHand.HoverLock(null);
                }

                pointerAudioSource.transform.SetParent(pointerStartTransform);
                pointerAudioSource.transform.localPosition = Vector3.zero;

                loopingAudioSource.transform.SetParent(pointerStartTransform);
                loopingAudioSource.transform.localPosition = Vector3.zero;
            }
        }
示例#3
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();
            }

            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)
                    {
                        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
            }
        }
示例#4
0
 // Token: 0x06002200 RID: 8704 RVA: 0x000A8BFC File Offset: 0x000A6DFC
 private void ShowPointer(Hand newPointerHand, Hand oldPointerHand)
 {
     if (!this.visible)
     {
         this.pointedAtTeleportMarker = null;
         this.pointerShowStartTime    = Time.time;
         this.visible    = true;
         this.meshFading = true;
         this.teleportPointerObject.SetActive(false);
         this.teleportArc.Show();
         foreach (TeleportMarkerBase teleportMarkerBase in this.teleportMarkers)
         {
             if (teleportMarkerBase.markerActive && teleportMarkerBase.ShouldActivate(this.player.feetPositionGuess))
             {
                 teleportMarkerBase.gameObject.SetActive(true);
                 teleportMarkerBase.Highlight(false);
             }
         }
         this.startingFeetOffset = this.player.trackingOriginTransform.position - this.player.feetPositionGuess;
         this.movedFeetFarEnough = false;
         if (this.onDeactivateObjectTransform.gameObject.activeSelf)
         {
             this.onDeactivateObjectTransform.gameObject.SetActive(false);
         }
         this.onActivateObjectTransform.gameObject.SetActive(true);
         this.loopingAudioSource.clip = this.pointerLoopSound;
         this.loopingAudioSource.loop = true;
         this.loopingAudioSource.Play();
         this.loopingAudioSource.volume = 0f;
     }
     if (oldPointerHand && this.ShouldOverrideHoverLock())
     {
         if (this.originalHoverLockState)
         {
             oldPointerHand.HoverLock(this.originalHoveringInteractable);
         }
         else
         {
             oldPointerHand.HoverUnlock(null);
         }
     }
     this.pointerHand = newPointerHand;
     if (this.visible && oldPointerHand != this.pointerHand)
     {
         this.PlayAudioClip(this.pointerAudioSource, this.pointerStartSound);
     }
     if (this.pointerHand)
     {
         this.pointerStartTransform = this.GetPointerStartTransform(this.pointerHand);
         if (this.pointerHand.currentAttachedObject != null)
         {
             this.allowTeleportWhileAttached = this.pointerHand.currentAttachedObject.GetComponent <AllowTeleportWhileAttachedToHand>();
         }
         this.originalHoverLockState       = this.pointerHand.hoverLocked;
         this.originalHoveringInteractable = this.pointerHand.hoveringInteractable;
         if (this.ShouldOverrideHoverLock())
         {
             this.pointerHand.HoverLock(null);
         }
         this.pointerAudioSource.transform.SetParent(this.pointerStartTransform);
         this.pointerAudioSource.transform.localPosition = Vector3.zero;
         this.loopingAudioSource.transform.SetParent(this.pointerStartTransform);
         this.loopingAudioSource.transform.localPosition = Vector3.zero;
     }
 }
示例#5
0
 protected virtual void OnAttachedToHand(Hand hand)
 {
     onPickUp.Invoke();
     hand.HoverLock(null);
 }
示例#6
0
        // Token: 0x06005DA4 RID: 23972 RVA: 0x0020BDD0 File Offset: 0x0020A1D0
        private void HandAttachedUpdate(Hand hand)
        {
            if (this.bow == null)
            {
                this.FindBow();
            }
            if (this.bow == null)
            {
                return;
            }
            if (this.allowArrowSpawn && this.currentArrow == null)
            {
                this.currentArrow = this.InstantiateArrow();
                this.arrowSpawnSound.Play();
            }
            float num = Vector3.Distance(base.transform.parent.position, this.bow.nockTransform.position);

            if (!this.nocked)
            {
                if (num < this.rotationLerpThreshold)
                {
                    float t = Util.RemapNumber(num, this.rotationLerpThreshold, this.lerpCompleteDistance, 0f, 1f);
                    this.arrowNockTransform.rotation = Quaternion.Lerp(this.arrowNockTransform.parent.rotation, this.bow.nockRestTransform.rotation, t);
                }
                else
                {
                    this.arrowNockTransform.localRotation = Quaternion.identity;
                }
                if (num < this.positionLerpThreshold)
                {
                    float num2 = Util.RemapNumber(num, this.positionLerpThreshold, this.lerpCompleteDistance, 0f, 1f);
                    num2 = Mathf.Clamp(num2, 0f, 1f);
                    this.arrowNockTransform.position = Vector3.Lerp(this.arrowNockTransform.parent.position, this.bow.nockRestTransform.position, num2);
                }
                else
                {
                    this.arrowNockTransform.position = this.arrowNockTransform.parent.position;
                }
                if (num < this.lerpCompleteDistance)
                {
                    if (!this.arrowLerpComplete)
                    {
                        this.arrowLerpComplete = true;
                        hand.controller.TriggerHapticPulse(500, EVRButtonId.k_EButton_Axis0);
                    }
                }
                else if (this.arrowLerpComplete)
                {
                    this.arrowLerpComplete = false;
                }
                if (num < this.nockDistance)
                {
                    if (!this.inNockRange)
                    {
                        this.inNockRange = true;
                        this.bow.ArrowInPosition();
                    }
                }
                else if (this.inNockRange)
                {
                    this.inNockRange = false;
                }
                if (num < this.nockDistance && hand.controller.GetPress(8589934592UL) && !this.nocked)
                {
                    if (this.currentArrow == null)
                    {
                        this.currentArrow = this.InstantiateArrow();
                    }
                    this.nocked = true;
                    this.bow.StartNock(this);
                    hand.HoverLock(base.GetComponent <Interactable>());
                    this.allowTeleport.teleportAllowed = false;
                    this.currentArrow.transform.parent = this.bow.nockTransform;
                    Util.ResetTransform(this.currentArrow.transform, true);
                    Util.ResetTransform(this.arrowNockTransform, true);
                }
            }
            if (this.nocked && (!hand.controller.GetPress(8589934592UL) || hand.controller.GetPressUp(8589934592UL)))
            {
                if (this.bow.pulled)
                {
                    this.FireArrow();
                }
                else
                {
                    this.arrowNockTransform.rotation   = this.currentArrow.transform.rotation;
                    this.currentArrow.transform.parent = this.arrowNockTransform;
                    Util.ResetTransform(this.currentArrow.transform, true);
                    this.nocked = false;
                    this.bow.ReleaseNock();
                    hand.HoverUnlock(base.GetComponent <Interactable>());
                    this.allowTeleport.teleportAllowed = true;
                }
                this.bow.StartRotationLerp();
            }
        }
示例#7
0
        //-------------------------------------------------
        private void HandHoverUpdate(Hand hand)
        {
            // ebaender
            worldPlaneNormal = new Vector3(0f, 0f, 0f);
            worldPlaneNormal[(int)axisOfRotation] = 1.0f;

            // ebaender
            if (transform.parent)
            {
                worldPlaneNormal = transform.parent.localToWorldMatrix.MultiplyVector(worldPlaneNormal).normalized;
            }

            GrabTypes startingGrabType = hand.GetGrabStarting();
            bool      isGrabEnding     = hand.IsGrabbingWithType(grabbedWithType) == false;

            // ebaender - only allow left hand grip
            if (grabbedWithType == GrabTypes.None && hand == Player.instance.leftHand)
            {
                if (startingGrabType == GrabTypes.Grip || (startingGrabType == GrabTypes.Pinch && Book.coverMapping.value < Book.lockThreshold))
                {
                    grabbedWithType = startingGrabType;
                    // Trigger was just pressed
                    lastHandProjected = ComputeToTransformProjected(hand.hoverSphereTransform);

                    if (hoverLock)
                    {
                        hand.HoverLock(interactable);
                        handHoverLocked = hand;
                    }

                    driving = true;

                    // ebaender - attach hand
                    hand.AttachObject(gameObject, startingGrabType, attachmentFlags);

                    // do this after attaching
                    ComputeSimpleAngle(hand);
                    UpdateAll();

                    hand.HideGrabHint();
                }
                else if (startingGrabType == GrabTypes.Pinch)
                {
                    if (hand.LastCollider.GetComponent <BookHandle>() == Book.lowerCoverHandle)
                    {
                        hand.LastCollider = Book.coverPageHandle.GetComponent <Collider>();
                        if (hand.LastCollider.GetComponent <PageHandle>().IsActive())
                        {
                            hand.LastCollider.GetComponentInParent <PageDrive>().SendMessage("HandHoverUpdate", hand);
                        }
                    }
                }
            }
            else if (grabbedWithType != GrabTypes.None && isGrabEnding)
            {
                // Trigger was just released
                if (hoverLock)
                {
                    hand.HoverUnlock(interactable);
                    handHoverLocked = null;
                }

                driving         = false;
                grabbedWithType = GrabTypes.None;

                // ebaender - detach hand
                hand.DetachObject(gameObject);
            }

            if (driving && isGrabEnding == false && hand.hoveringInteractable == this.interactable)
            {
                ComputeSimpleAngle(hand);
                UpdateAll();
            }
        }
示例#8
0
        //-------------------------------------------------
        // Called every Update() while a Hand is hovering over this object
        //-------------------------------------------------
        private void HandHoverUpdate(Hand hand)
        {
            //Debug.DrawLine(transform.position, transform.position + transform.forward, Color.blue);
            //Debug.DrawLine(transform.position, transform.position + transform.up, Color.green);
            //Debug.DrawLine(transform.position, transform.position + transform.right, Color.red);
            GrabTypes startingGrabType = hand.GetGrabStarting();
            GrabTypes endingGrabType   = hand.GetGrabEnding();
            bool      isGrabEnding     = hand.IsGrabEnding(this.gameObject);

            if (interactable.attachedToHand == null)
            {
                if (startingGrabType != GrabTypes.None)
                {
                    hand.HoverLock(interactable);
                    hand.AttachObject(gameObject, startingGrabType, attachmentFlags);
                }
            }
            else
            {
                if (startingGrabType == GrabTypes.Pinch)
                {
                    magicCircle = Instantiate(magicCirclePrefab, transform.position + transform.up * 3, Quaternion.identity);
                    magicCircle.transform.LookAt(transform.position);

                    point = Instantiate(pointPrefab, magicCircle.transform.position, Quaternion.identity);
                }
                if (hand.IsGrabbingWithType(GrabTypes.Pinch))
                {
                    // 마법 발동? 그리기
                    // holy 12365416851651561651456561561shit
                    magicEffect.SetActive(true);

                    if (Physics.Raycast(transform.position, transform.up, out RaycastHit hit, Mathf.Infinity))
                    {
                        Debug.Log(hit.transform.name);
                        if (hit.transform.CompareTag("paint") || hit.transform.CompareTag("paintTrigger"))
                        {
                            point.transform.position = hit.point;
                            if (hit.transform.CompareTag("paintTrigger") && !isPointTrigger)
                            {
                                isPointTrigger = true;
                                hand.hapticAction.Execute(0, 0.1f, 1, 30, hand.handType);
                                line.positionCount++;
                                line.SetPosition(line.positionCount - 1, hit.transform.position + hit.transform.forward * 0.1f);
                            }
                            else if (hit.transform.CompareTag("paint") && isPointTrigger)
                            {
                                isPointTrigger = false;
                            }
                        }
                    }
                }
                if (endingGrabType == GrabTypes.Pinch)
                {
                    magicEffect.SetActive(false);
                    Destroy(magicCircle.gameObject);
                    Destroy(point.gameObject);
                    line.positionCount = 0;
                }
                if (startingGrabType == GrabTypes.Grip)
                {
                    // 내려놓기
                    // 굳이 없어도 될듯?
                    hand.DetachObject(gameObject);
                    hand.HoverUnlock(interactable);
                }
            }
        }
示例#9
0
        //-------------------------------------------------
        private void ShowPointer(Hand newPointerHand, Hand oldPointerHand)
        {
            if (!visible)
            {
                pointedAtTeleportMarker = null;
                pointerShowStartTime    = Time.time;
                visible    = true;
                meshFading = true;

                teleportPointerObject.SetActive(false);
                teleportArc.Show();

                //MJ20170525 Never disabling teleportPoints for them to be able to detect collision with vision
                foreach (TeleportMarkerBase teleportMarker in teleportMarkers)
                {
                    if (teleportMarker.markerActive && teleportMarker.ShouldActivate(player.feetPositionGuess))
                    {
                        //teleportMarker.gameObject.SetActive( true );
                        teleportMarker.Highlight(false);
//						//MJ20170526 Necessary not to have alpha back to maximum temporarily ---------------
//						individualFullTintAlpha = teleportMarker.gameObject.transform.Find ("teleport_marker_mesh").GetComponent<TeleportVisionController> ().fullTintAlpha;
//						individualMeshAlphaPercent = teleportMarker.gameObject.transform.Find ("teleport_marker_mesh").GetComponent<TeleportVisionController> ().meshAlphaPercent;
//						teleportMarker.SetAlpha( individualFullTintAlpha * individualMeshAlphaPercent, individualMeshAlphaPercent );
                    }
                }

                startingFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess;
                movedFeetFarEnough = false;

                if (onDeactivateObjectTransform.gameObject.activeSelf)
                {
                    onDeactivateObjectTransform.gameObject.SetActive(false);
                }
                onActivateObjectTransform.gameObject.SetActive(true);

                loopingAudioSource.clip = pointerLoopSound;
                loopingAudioSource.loop = true;
                loopingAudioSource.Play();
                loopingAudioSource.volume = 0.0f;
            }


            if (oldPointerHand)
            {
                if (ShouldOverrideHoverLock())
                {
                    //Restore the original hovering interactable on the hand
                    if (originalHoverLockState == true)
                    {
                        oldPointerHand.HoverLock(originalHoveringInteractable);
                    }
                    else
                    {
                        oldPointerHand.HoverUnlock(null);
                    }
                }
            }

            pointerHand = newPointerHand;

            if (visible && oldPointerHand != pointerHand)
            {
                PlayAudioClip(pointerAudioSource, pointerStartSound);
            }

            if (pointerHand)
            {
                pointerStartTransform = GetPointerStartTransform(pointerHand);

                if (pointerHand.currentAttachedObject != null)
                {
                    allowTeleportWhileAttached = pointerHand.currentAttachedObject.GetComponent <AllowTeleportWhileAttachedToHand>();
                }

                //Keep track of any existing hovering interactable on the hand
                originalHoverLockState       = pointerHand.hoverLocked;
                originalHoveringInteractable = pointerHand.hoveringInteractable;

                if (ShouldOverrideHoverLock())
                {
                    pointerHand.HoverLock(null);
                }

                pointerAudioSource.transform.SetParent(pointerStartTransform);
                pointerAudioSource.transform.localPosition = Vector3.zero;

                loopingAudioSource.transform.SetParent(pointerStartTransform);
                loopingAudioSource.transform.localPosition = Vector3.zero;
            }
        }