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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using VRTK;
-
- public class ReturnToStart : MonoBehaviour
- {
-
- private Vector3 m_StartPos;
- private Quaternion m_StartRot;
- private VRTK_InteractableObject m_interactable;
- private Rigidbody m_rigid;
-
-
- // Start is called before the first frame update
- void Awake()
- {
- m_StartPos = transform.position;
- m_StartRot = transform.rotation;
- //Set up some variables on start
- m_interactable = GetComponent<VRTK_InteractableObject>();
- m_rigid = GetComponentInChildren<Rigidbody>();
- }
-
- private void OnEnable()
- {
- RegisterEvents(true);
- }
-
-
- private void OnDisable()
- {
- RegisterEvents(false);
- }
-
- private void OnGrab(object sender, InteractableObjectEventArgs args)
- {
- StopAllCoroutines();
- m_rigid.isKinematic = false;
- }
-
-
- private void OnDrop(object sender, InteractableObjectEventArgs args)
- {
- //other hand might still be grabbed
- if (!m_interactable.IsGrabbed())
- {
- StopAllCoroutines();
- StartCoroutine(LerpToPosition(m_StartPos, m_StartRot, 2.0f));
- }
- }
-
-
- private void OnSnap(object sender, InteractableObjectEventArgs args)
- {
- StopAllCoroutines();
- //m_rigid.isKinematic = true;
- }
-
-
- private void RegisterEvents(bool value)
- {
- if (value)
- {
- m_interactable.InteractableObjectSnappedToDropZone += OnSnap;
- m_interactable.InteractableObjectGrabbed += OnGrab;
- m_interactable.InteractableObjectUngrabbed += OnDrop;
- }
- else
- {
- m_interactable.InteractableObjectSnappedToDropZone -= OnSnap;
- m_interactable.InteractableObjectGrabbed -= OnGrab;
- m_interactable.InteractableObjectUngrabbed -= OnDrop;
- }
- }
-
- #region Coroutines
- /// <summary>
- /// Lerps object to a position over an amount of time
- /// </summary>
- /// <param name="SnapPos">End position</param>
- /// <param name="SnapRot">End rotation</param>
- /// <param name="snapTime">Time it takes to lerp</param>
- private IEnumerator LerpToPosition(Vector3 SnapPos, Quaternion SnapRot, float snapTime)
- {
- Debug.Log("Lerp to position");
- //This is based off of SteamVR Lerping code
- float dropTimer = -1;
- m_rigid.isKinematic = false;
-
-
- //once again this is all steamVR
- while (dropTimer < 1)
- {
- float t = Mathf.Pow(35, dropTimer);
-
- m_rigid.velocity = Vector3.Lerp(m_rigid.velocity, Vector3.zero, Time.fixedDeltaTime * 4);
- if (m_rigid.useGravity)
- m_rigid.AddForce(-Physics.gravity);
-
- transform.position = Vector3.Lerp(transform.position, SnapPos, Time.fixedDeltaTime * t * 3);
- transform.rotation = Quaternion.Slerp(transform.rotation, SnapRot, Time.fixedDeltaTime * t * 5);
-
- yield return new WaitForFixedUpdate();
- dropTimer += Time.fixedDeltaTime / (snapTime / 2);
- }
-
- //#Audio: object has just arrived at where it was lerping to
-
- //set correct transform in case object stuck
- m_rigid.isKinematic = true;
- transform.position = SnapPos;
- transform.rotation = SnapRot;
- }
- #endregion Coroutines
-
- }
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