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- // Snap Rotate Object Control Action|ObjectControlActions|25030
- namespace VRTK
- {
- using UnityEngine;
-
- /// <summary>
- /// Provides the ability to snap rotate a GameObject through the world `y` axis in the scene by updating the Transform rotation in defined steps when the corresponding Object Control axis changes.
- /// </summary>
- /// <remarks>
- /// > The effect is a immediate snap rotation to quickly face in a new direction.
- ///
- /// **Required Components:**
- /// * `VRTK_ObjectControl` - The Object Control script to listen for the axis changes on.
- ///
- /// **Script Usage:**
- /// * Place the `VRTK_SnapRotateObjectControlAction` script on any active scene GameObject.
- /// * Link the required Object Control script to the `Object Control Script` parameter of this script.
- /// * Set the `Listen On Axis Change` parameter on this script to the axis change to affect with this movement type.
- /// </remarks>
- /// <example>
- /// `VRTK/Examples/017_CameraRig_TouchpadWalking` has a collection of walls and slopes that can be traversed by the user with the touchpad. There is also an area that can only be traversed if the user is crouching.
- ///
- /// To enable the Snap Rotate Object Control Action, ensure one of the `TouchpadControlOptions` children (located under the Controller script alias) has the `Snap Rotate` control script active.
- /// </example>
- [AddComponentMenu("VRTK/Scripts/Locomotion/Object Control Actions/VRTK_SnapRotateObjectControlAction")]
- public class VRTK_SnapRotateObjectControlAction : VRTK_BaseObjectControlAction
- {
- [Tooltip("The angle to rotate for each snap.")]
- public float anglePerSnap = 30f;
- [Tooltip("The snap angle multiplier to be applied when the modifier button is pressed.")]
- public float angleMultiplier = 1.5f;
- [Tooltip("The amount of time required to pass before another snap rotation can be carried out.")]
- public float snapDelay = 0.5f;
- [Tooltip("The speed for the headset to fade out and back in. Having a blink between rotations can reduce nausia.")]
- public float blinkTransitionSpeed = 0.6f;
- [Range(-1f, 1f)]
- [Tooltip("The threshold the listened axis needs to exceed before the action occurs. This can be used to limit the snap rotate to a single axis direction (e.g. pull down to flip rotate). The threshold is ignored if it is 0.")]
- public float axisThreshold = 0f;
-
- protected float snapDelayTimer = 0f;
-
- protected override void Process(GameObject controlledGameObject, Transform directionDevice, Vector3 axisDirection, float axis, float deadzone, bool currentlyFalling, bool modifierActive)
- {
- CheckForPlayerBeforeRotation(controlledGameObject);
-
- if (snapDelayTimer < Time.time && ValidThreshold(axis))
- {
- float angle = Rotate(axis, modifierActive);
- if (angle != 0f)
- {
- Blink(blinkTransitionSpeed);
- RotateAroundPlayer(controlledGameObject, angle);
- }
- }
-
- CheckForPlayerAfterRotation(controlledGameObject);
- }
-
- protected virtual bool ValidThreshold(float axis)
- {
- return (axisThreshold == 0f || ((axisThreshold > 0f && axis >= axisThreshold) || (axisThreshold < 0f && axis <= axisThreshold)));
- }
-
- protected virtual float Rotate(float axis, bool modifierActive)
- {
- snapDelayTimer = Time.time + snapDelay;
- int directionMultiplier = GetAxisDirection(axis);
- return (anglePerSnap * (modifierActive ? angleMultiplier : 1)) * directionMultiplier;
- }
- }
- }
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