Inheritance: UnityEngine.MonoBehaviour
示例#1
0
        private void DeactiveLastInteractible()
        {
            if (m_LastInteractible == null)
                return;

            m_LastInteractible.Out();
            m_LastInteractible = null;
        }
        private void EyeRaycast()
        {
            // Show the debug ray if required
            if (m_ShowDebugRay)
            {
                Debug.DrawRay(m_Camera.position, m_Camera.forward * m_DebugRayLength, Color.blue, m_DebugRayDuration);
            }

            // Create a ray that points forwards from the camera.
            Ray        ray = new Ray(m_Camera.position, m_Camera.forward);
            RaycastHit hit;

            // Do the raycast forweards to see if we hit an interactive item
            if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers))
            {
                //attempt to get the VRInteractiveItem on the hit object
                VRInteractiveItem interactible = hit.collider.GetComponent <VRInteractiveItem>();
                m_CurrentInteractible = interactible;

                // If we hit an interactive item and it's not the same as the last interactive item, then call Over
                if (interactible && interactible != m_LastInteractible)
                {
                    interactible.Over();
                }

                // Deactive the last interactive item
                if (interactible != m_LastInteractible)
                {
                    DeactiveLastInteractible();
                }

                m_LastInteractible = interactible;

                // Something was hit, set at the hit position.
                if (m_Reticle)
                {
                    m_Reticle.SetPosition(hit);
                }

                if (OnRaycasthit != null)
                {
                    OnRaycasthit(hit);
                }
            }
            else
            {
                // Nothing was hit, deactive the last interactive item.
                DeactiveLastInteractible();
                m_CurrentInteractible = null;

                // Position the reticle at default distance.
                if (m_Reticle)
                {
                    m_Reticle.SetPosition();
                }
            }
        }
        private void DeactiveLastInteractible()
        {
            if (m_LastInteractible == null)
            {
                return;
            }

            m_LastInteractible.Out();
            m_LastInteractible = null;
        }
示例#4
0
        private void EyeRaycast()
        {
            // Show the debug ray if required
            if (m_ShowDebugRay)
            {
                Debug.DrawRay(m_Camera.position, m_Camera.forward * m_DebugRayLength, Color.blue, m_DebugRayDuration);
            }

            // Create a ray that points forwards from the camera.
            Ray ray = new Ray(m_Camera.position, m_Camera.forward);
            RaycastHit hit;

            // Do the raycast forweards to see if we hit an interactive item
            if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers))
            {
                //attempt to get the VRInteractiveItem on the hit object
                VRInteractiveItem interactible = hit.collider.GetComponent<VRInteractiveItem>();
                m_CurrentInteractible = interactible;

                // If we hit an interactive item and it's not the same as the last interactive item, then call Over
                if (interactible && interactible != m_LastInteractible)
                    interactible.Over();

                // Deactive the last interactive item
                if (interactible != m_LastInteractible)
                    DeactiveLastInteractible();

                m_LastInteractible = interactible;

                // Something was hit, set at the hit position.
                if (m_Reticle)
                    m_Reticle.SetPosition(hit);

                if (OnRaycasthit != null)
                    OnRaycasthit(hit);
            }
            else
            {
                // Nothing was hit, deactive the last interactive item.
                DeactiveLastInteractible();
                m_CurrentInteractible = null;

                // Position the reticle at default distance.
                if (m_Reticle)
                    m_Reticle.SetPosition();
            }
        }