示例#1
0
        private void OnCollisionEnter(Collision collision)
        {
            bool touchingDynamic = false;

            if (collision.rigidbody != null)
            {
                if (collision.rigidbody.isKinematic == false)
                {
                    touchingDynamic = true;
                }
            }

            // low friction if touching static object, high friction if touching dynamic
            SetPhysicMaterial(touchingDynamic ? physicMaterial_highfriction : physicMaterial_lowfriction);



            float energy = collision.relativeVelocity.magnitude;

            if (energy > minCollisionEnergy && Time.time - lastCollisionHapticsTime > minCollisionHapticsTime)
            {
                lastCollisionHapticsTime = Time.time;

                float intensity = Util.RemapNumber(energy, minCollisionEnergy, maxCollisionEnergy, 0.3f, 1.0f);
                float length    = Util.RemapNumber(energy, minCollisionEnergy, maxCollisionEnergy, 0.0f, 0.06f);

                hand.hand.TriggerHapticPulse(length, 100, intensity);
            }
        }
示例#2
0
        //-------------------------------------------------
        private void OnCollisionEnter(Collision collision)
        {
            if (bParticlesSpawned)
            {
                return;
            }

            Hand collisionParentHand = null;

            BalloonHapticBump balloonColliderScript = collision.gameObject.GetComponent <BalloonHapticBump>();

            if (balloonColliderScript != null && balloonColliderScript.physParent != null)
            {
                collisionParentHand = balloonColliderScript.physParent.GetComponentInParent <Hand>();
            }

            if (Time.time > (lastSoundTime + soundDelay))
            {
                if (collisionParentHand != null) // If the collision was with a controller
                {
                    if (Time.time > (releaseTime + soundDelay))
                    // Only play sound if it's not immediately after release
                    {
                        collisionSound.Play();
                        lastSoundTime = Time.time;
                    }
                }
                else // Collision was not with a controller, play sound
                {
                    collisionSound.Play();
                    lastSoundTime = Time.time;
                }
            }

            if (destructTime > 0)
            // Balloon is released away from the controller, don't do the haptic stuff that follows
            {
                return;
            }

            if (balloonRigidbody.velocity.magnitude > (maxVelocity * 10))
            {
                balloonRigidbody.velocity = balloonRigidbody.velocity.normalized * maxVelocity;
            }

            if (hand != null)
            {
                ushort collisionStrength =
                    (ushort)Mathf.Clamp(Util.RemapNumber(collision.relativeVelocity.magnitude, 0f, 3f, 500f, 800f), 500f, 800f);

                hand.controller.TriggerHapticPulse(collisionStrength);
            }
        }
示例#3
0
        private void OnCollisionEnter(Collision collision)
        {
            if (this.bParticlesSpawned)
            {
                return;
            }
            Hand x = null;
            BalloonHapticBump component = collision.gameObject.GetComponent <BalloonHapticBump>();

            if (component != null && component.physParent != null)
            {
                x = component.physParent.GetComponentInParent <Hand>();
            }
            if (Time.time > this.lastSoundTime + this.soundDelay)
            {
                if (x != null)
                {
                    if (Time.time > this.releaseTime + this.soundDelay)
                    {
                        this.collisionSound.Play();
                        this.lastSoundTime = Time.time;
                    }
                }
                else
                {
                    this.collisionSound.Play();
                    this.lastSoundTime = Time.time;
                }
            }
            if (this.destructTime > 0f)
            {
                return;
            }
            if (this.balloonRigidbody.velocity.magnitude > this.maxVelocity * 10f)
            {
                this.balloonRigidbody.velocity = this.balloonRigidbody.velocity.normalized * this.maxVelocity;
            }
            if (this.hand != null)
            {
                ushort durationMicroSec = (ushort)Mathf.Clamp(Util.RemapNumber(collision.relativeVelocity.magnitude, 0f, 3f, 500f, 800f), 500f, 800f);
                this.hand.controller.TriggerHapticPulse(durationMicroSec, EVRButtonId.k_EButton_Axis0);
            }
        }
示例#4
0
        private void OnCollisionEnter(Collision collision)
        {
            bool touchingDynamic = false;

            if (collision.rigidbody != null)
            {
                if (collision.rigidbody.isKinematic == false)
                {
                    touchingDynamic = true;
                }
            }

            // low friction if touching static object, high friction if touching dynamic
            SetPhysicMaterial(touchingDynamic ? physicMaterial_highfriction : physicMaterial_lowfriction);



            float energy = collision.relativeVelocity.magnitude;

            if (energy > minCollisionEnergy && Time.time - lastCollisionHapticsTime > minCollisionHapticsTime)
            {
                lastCollisionHapticsTime = Time.time;

                float intensity = Util.RemapNumber(energy, minCollisionEnergy, maxCollisionEnergy, 0.3f, 1.0f);
                float length    = Util.RemapNumber(energy, minCollisionEnergy, maxCollisionEnergy, 0.0f, 0.06f);

                // Debug.Log("Haptic trigger: " + collision.gameObject.name, this);

                if (!AppData.IsIgnorableHaptic(collision.gameObject.name))
                {
                    hand.hand.TriggerHapticPulse(length, 100, intensity);
                }
                // else
                //     Debug.Log("Ignored haptic", this);
            }
        }
示例#5
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
            }
        }
示例#6
0
        //-------------------------------------------------
        private void HandAttachedUpdate(Hand hand)
        {
            // Reset transform since we cheated it right after getting poses on previous frame
            //transform.localPosition = Vector3.zero;
            //transform.localRotation = Quaternion.identity;

            // Update handedness guess
            EvaluateHandedness();

            if (nocked)
            {
                Vector3 nockToarrowHand = (arrowHand.arrowNockTransform.parent.position - nockRestTransform.position); // Vector from bow nock transform to arrowhand nock transform - used to align bow when drawing

                // Align bow
                // Time lerp value used for ramping into drawn bow orientation
                float lerp = Util.RemapNumberClamped(Time.time, nockLerpStartTime, (nockLerpStartTime + lerpDuration), 0f, 1f);

                float pullLerp = Util.RemapNumberClamped(nockToarrowHand.magnitude, minPull, maxPull, 0f, 1f); // Normalized current state of bow draw 0 - 1

                Vector3 arrowNockTransformToHeadset = ((Player.instance.hmdTransform.position + (Vector3.down * 0.05f)) - arrowHand.arrowNockTransform.parent.position).normalized;
                Vector3 arrowHandPosition           = (arrowHand.arrowNockTransform.parent.position + ((arrowNockTransformToHeadset * drawOffset) * pullLerp)); // Use this line to lerp arrowHand nock position
                                                                                                                                                                //Vector3 arrowHandPosition = arrowHand.arrowNockTransform.position; // Use this line if we don't want to lerp arrowHand nock position

                Vector3 pivotToString      = (arrowHandPosition - pivotTransform.position).normalized;
                Vector3 pivotToLowerHandle = (handleTransform.position - pivotTransform.position).normalized;
                bowLeftVector           = -Vector3.Cross(pivotToLowerHandle, pivotToString);
                pivotTransform.rotation = Quaternion.Lerp(nockLerpStartRotation, Quaternion.LookRotation(pivotToString, bowLeftVector), lerp);

                // Move nock position
                if (Vector3.Dot(nockToarrowHand, -nockTransform.forward) > 0)
                {
                    float distanceToarrowHand = nockToarrowHand.magnitude * lerp;

                    nockTransform.localPosition = new Vector3(0f, 0f, Mathf.Clamp(-distanceToarrowHand, -maxPull, 0f));

                    nockDistanceTravelled = -nockTransform.localPosition.z;

                    arrowVelocity = Util.RemapNumber(nockDistanceTravelled, minPull, maxPull, arrowMinVelocity, arrowMaxVelocity);

                    drawTension = Util.RemapNumberClamped(nockDistanceTravelled, 0, maxPull, 0f, 1f);

                    this.bowDrawLinearMapping.value = drawTension; // Send drawTension value to LinearMapping script, which drives the bow draw animation

                    if (nockDistanceTravelled > minPull)
                    {
                        pulled = true;
                    }
                    else
                    {
                        pulled = false;
                    }

                    if ((nockDistanceTravelled > (lastTickDistance + hapticDistanceThreshold)) || nockDistanceTravelled < (lastTickDistance - hapticDistanceThreshold))
                    {
                        ushort hapticStrength = (ushort)Util.RemapNumber(nockDistanceTravelled, 0, maxPull, bowPullPulseStrengthLow, bowPullPulseStrengthHigh);
                        hand.TriggerHapticPulse(hapticStrength);
                        hand.otherHand.TriggerHapticPulse(hapticStrength);

                        drawSound.PlayBowTensionClicks(drawTension);

                        lastTickDistance = nockDistanceTravelled;
                    }

                    if (nockDistanceTravelled >= maxPull)
                    {
                        if (Time.time > nextStrainTick)
                        {
                            hand.TriggerHapticPulse(400);
                            hand.otherHand.TriggerHapticPulse(400);

                            drawSound.PlayBowTensionClicks(drawTension);

                            nextStrainTick = Time.time + Random.Range(minStrainTickTime, maxStrainTickTime);
                        }
                    }
                }
                else
                {
                    nockTransform.localPosition = new Vector3(0f, 0f, 0f);

                    this.bowDrawLinearMapping.value = 0f;
                }
            }
            else
            {
                if (lerpBackToZeroRotation)
                {
                    float lerp = Util.RemapNumber(Time.time, lerpStartTime, lerpStartTime + lerpDuration, 0, 1);

                    pivotTransform.localRotation = Quaternion.Lerp(lerpStartRotation, Quaternion.identity, lerp);

                    if (lerp >= 1)
                    {
                        lerpBackToZeroRotation = false;
                    }
                }
            }
        }
示例#7
0
 // Token: 0x06005DD3 RID: 24019 RVA: 0x0020D2D8 File Offset: 0x0020B6D8
 private void HandAttachedUpdate(Hand hand)
 {
     base.transform.localPosition = Vector3.zero;
     base.transform.localRotation = Quaternion.identity;
     this.EvaluateHandedness();
     if (this.nocked)
     {
         this.deferNewPoses = true;
         Vector3 lhs         = this.arrowHand.arrowNockTransform.parent.position - this.nockRestTransform.position;
         float   num         = Util.RemapNumberClamped(Time.time, this.nockLerpStartTime, this.nockLerpStartTime + this.lerpDuration, 0f, 1f);
         float   d           = Util.RemapNumberClamped(lhs.magnitude, 0.05f, 0.5f, 0f, 1f);
         Vector3 normalized  = (Player.instance.hmdTransform.position + Vector3.down * 0.05f - this.arrowHand.arrowNockTransform.parent.position).normalized;
         Vector3 a           = this.arrowHand.arrowNockTransform.parent.position + normalized * this.drawOffset * d;
         Vector3 normalized2 = (a - this.pivotTransform.position).normalized;
         Vector3 normalized3 = (this.handleTransform.position - this.pivotTransform.position).normalized;
         this.bowLeftVector           = -Vector3.Cross(normalized3, normalized2);
         this.pivotTransform.rotation = Quaternion.Lerp(this.nockLerpStartRotation, Quaternion.LookRotation(normalized2, this.bowLeftVector), num);
         if (Vector3.Dot(lhs, -this.nockTransform.forward) > 0f)
         {
             float num2 = lhs.magnitude * num;
             this.nockTransform.localPosition = new Vector3(0f, 0f, Mathf.Clamp(-num2, -0.5f, 0f));
             this.nockDistanceTravelled       = -this.nockTransform.localPosition.z;
             this.arrowVelocity = Util.RemapNumber(this.nockDistanceTravelled, 0.05f, 0.5f, this.arrowMinVelocity, this.arrowMaxVelocity);
             this.drawTension   = Util.RemapNumberClamped(this.nockDistanceTravelled, 0f, 0.5f, 0f, 1f);
             this.bowDrawLinearMapping.value = this.drawTension;
             if (this.nockDistanceTravelled > 0.05f)
             {
                 this.pulled = true;
             }
             else
             {
                 this.pulled = false;
             }
             if (this.nockDistanceTravelled > this.lastTickDistance + this.hapticDistanceThreshold || this.nockDistanceTravelled < this.lastTickDistance - this.hapticDistanceThreshold)
             {
                 ushort durationMicroSec = (ushort)Util.RemapNumber(this.nockDistanceTravelled, 0f, 0.5f, 100f, 500f);
                 hand.controller.TriggerHapticPulse(durationMicroSec, EVRButtonId.k_EButton_Axis0);
                 hand.otherHand.controller.TriggerHapticPulse(durationMicroSec, EVRButtonId.k_EButton_Axis0);
                 this.drawSound.PlayBowTensionClicks(this.drawTension);
                 this.lastTickDistance = this.nockDistanceTravelled;
             }
             if (this.nockDistanceTravelled >= 0.5f && Time.time > this.nextStrainTick)
             {
                 hand.controller.TriggerHapticPulse(400, EVRButtonId.k_EButton_Axis0);
                 hand.otherHand.controller.TriggerHapticPulse(400, EVRButtonId.k_EButton_Axis0);
                 this.drawSound.PlayBowTensionClicks(this.drawTension);
                 this.nextStrainTick = Time.time + UnityEngine.Random.Range(this.minStrainTickTime, this.maxStrainTickTime);
             }
         }
         else
         {
             this.nockTransform.localPosition = new Vector3(0f, 0f, 0f);
             this.bowDrawLinearMapping.value  = 0f;
         }
     }
     else if (this.lerpBackToZeroRotation)
     {
         float num3 = Util.RemapNumber(Time.time, this.lerpStartTime, this.lerpStartTime + this.lerpDuration, 0f, 1f);
         this.pivotTransform.localRotation = Quaternion.Lerp(this.lerpStartRotation, Quaternion.identity, num3);
         if (num3 >= 1f)
         {
             this.lerpBackToZeroRotation = false;
         }
     }
 }
示例#8
0
 public static float RemapNumberClamped(float num, float low1, float high1, float low2, float high2)
 {
     return(Mathf.Clamp(Util.RemapNumber(num, low1, high1, low2, high2), Mathf.Min(low2, high2), Mathf.Max(low2, high2)));
 }
示例#9
0
        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#10
0
        public void OnEquippedUpdate(Inventory inventory)
        {
            if (arrowHand == null)
            {
                FindArrowHand(inventory);
            }
            if (arrowHand == null)
            {
                return;
            }

            if (arrowHand.allowArrowSpawn && (arrowHand.currentArrow == null))                 // If we're allowed to have an active arrow in hand but don't yet, spawn one
            {
                arrowHand.currentArrow = InstantiateArrow();
                arrowHand.arrowSpawnSound.Play();
            }



            // Reset transform since we cheated it right after getting poses on previous frame
            //transform.localPosition = Vector3.zero;
            //transform.localRotation = Quaternion.identity;

            // Update handedness guess
            EvaluateHandedness();



            HandleNockPositioning(arrowHand.GetComponent <Item>().myEquipPoint);            // inventory.otherInventory);


            if (nocked)
            {
                Vector3 arrowNockTransformParentPos = arrowHand.arrowNockTransform.parent.position;
                // Vector from bow nock transform to arrowhand nock transform - used to align bow when drawing
                Vector3 nockToarrowHand       = (arrowNockTransformParentPos - nockRestTransform.position);
                float   nockToArrowHandLength = nockToarrowHand.magnitude;

                // Align bow
                // Time lerp value used for ramping into drawn bow orientation
                float lerp = Util.RemapNumberClamped(Time.time, nockLerpStartTime, (nockLerpStartTime + lerpDuration), 0f, 1f);

                // Normalized current state of bow draw 0 - 1
                float pullLerp = Util.RemapNumberClamped(nockToArrowHandLength, minPull, maxPull, 0f, 1f);

                Vector3 arrowNockTransformToHeadset = ((Player.instance.hmdTransform.position + (Vector3.down * 0.05f)) - arrowNockTransformParentPos).normalized;

                // Use this line to lerp arrowHand nock position
                Vector3 arrowHandPosition = (arrowNockTransformParentPos + ((arrowNockTransformToHeadset * drawOffset) * pullLerp));

                // Use this line if we don't want to lerp arrowHand nock position
                //Vector3 arrowHandPosition = arrowNockTransform.position;

                Vector3 pivotToString      = (arrowHandPosition - pivotTransform.position).normalized;
                Vector3 pivotToLowerHandle = (handleTransform.position - pivotTransform.position).normalized;
                Vector3 bowLeftVector      = -Vector3.Cross(pivotToLowerHandle, pivotToString);
                pivotTransform.rotation = Quaternion.Lerp(nockLerpStartRotation, Quaternion.LookRotation(pivotToString, bowLeftVector), lerp);

                // Move nock position
                if (Vector3.Dot(nockToarrowHand, -nockTransform.forward) > 0)
                {
                    float distanceToarrowHand = nockToArrowHandLength * lerp;


                    float zOffset = Mathf.Clamp(-distanceToarrowHand, -maxPull, 0f);

                    nockTransform.localPosition = new Vector3(0f, 0f, zOffset);

                    float nockDistanceTravelled = -zOffset;

                    arrowVelocity = Util.RemapNumber(nockDistanceTravelled, minPull, maxPull, arrowMinVelocity, arrowMaxVelocity);

                    drawTension = Util.RemapNumberClamped(nockDistanceTravelled, 0, maxPull, 0f, 1f);

                    // Send drawTension value to LinearMapping script, which drives the bow draw animation
                    this.bowDrawLinearMapping.value = drawTension;

                    pulled = (nockDistanceTravelled > minPull);

                    HandleNockedEffects(nockDistanceTravelled, drawTension);
                }
                else
                {
                    nockTransform.localPosition     = new Vector3(0f, 0f, 0f);
                    this.bowDrawLinearMapping.value = 0f;
                }
            }
            else
            {
                if (lerpBackToZeroRotation)
                {
                    if (HandleLerpBackToRotationAfterArrowRelease())
                    {
                        lerpBackToZeroRotation = false;
                    }
                }
            }
        }
示例#11
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
                }
            }
        }
示例#12
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
            }
        }