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- namespace VRTK.Examples
- {
- using UnityEngine;
-
- public class LightSaber : VRTK_InteractableObject
- {
- private bool beamActive = false;
- private Vector2 beamLimits = new Vector2(0f, 1.2f);
- private float currentBeamSize;
- private float beamExtendSpeed = 0;
-
- private GameObject blade;
- private Color activeColor;
- private Color targetColor;
- private Color[] bladePhaseColors;
-
- public override void StartUsing(VRTK_InteractUse currentUsingObject = null)
- {
- base.StartUsing(currentUsingObject);
- beamExtendSpeed = 5f;
- bladePhaseColors = new Color[2] { Color.blue, Color.cyan };
- activeColor = bladePhaseColors[0];
- targetColor = bladePhaseColors[1];
- }
-
- public override void StopUsing(VRTK_InteractUse previousUsingObject = null, bool resetUsingObjectState = true)
- {
- base.StopUsing(previousUsingObject, resetUsingObjectState);
- beamExtendSpeed = -5f;
- }
-
- protected void Start()
- {
- blade = transform.Find("Blade").gameObject;
- currentBeamSize = beamLimits.x;
- SetBeamSize();
- }
-
- protected override void Update()
- {
- base.Update();
- currentBeamSize = Mathf.Clamp(blade.transform.localScale.y + (beamExtendSpeed * Time.deltaTime), beamLimits.x, beamLimits.y);
- SetBeamSize();
- PulseBeam();
- }
-
- private void SetBeamSize()
- {
- blade.transform.localScale = new Vector3(1f, currentBeamSize, 1f);
- beamActive = (currentBeamSize >= beamLimits.y ? true : false);
- }
-
- private void PulseBeam()
- {
- if (beamActive)
- {
- Color bladeColor = Color.Lerp(activeColor, targetColor, Mathf.PingPong(Time.time, 1));
- blade.transform.Find("Beam").GetComponent<MeshRenderer>().material.color = bladeColor;
-
- if (bladeColor == targetColor)
- {
- var previouslyActiveColor = activeColor;
- activeColor = targetColor;
- targetColor = previouslyActiveColor;
- }
- }
- }
- }
- }
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