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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class ArrowBehaviour : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private float m_rotationSpeed = 1f; | |||
[SerializeField] | |||
private Transform m_tip; | |||
[SerializeField] | |||
private float m_lifeTime = 45; | |||
private Rigidbody m_rb; | |||
ContactPoint[] contactPoints; | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
m_rb = GetComponent<Rigidbody>(); | |||
Destroy(gameObject, m_lifeTime); | |||
} | |||
// Update is called once per frame | |||
void FixedUpdate() | |||
{ | |||
if (m_rb != null && !m_rb.isKinematic) | |||
transform.forward = Vector3.Slerp(transform.forward, m_rb.velocity, m_rotationSpeed); | |||
} | |||
private void OnCollisionEnter(Collision collision) | |||
{ | |||
contactPoints = new ContactPoint[collision.contactCount]; | |||
collision.GetContacts(contactPoints); | |||
foreach (ContactPoint point in contactPoints) | |||
{ | |||
//Debug.Log($"point: {point.point}, position: {m_tip.position}. [{Vector3.Distance(point.point, m_tip.position)}]"); | |||
if (Vector3.Distance(point.point, m_tip.position) < 0.1f) | |||
{ | |||
Destroy(GetComponent<ArtificialGravity>()); | |||
Destroy(m_rb); | |||
//m_rb.isKinematic = true; | |||
transform.parent = point.otherCollider.transform; | |||
return; | |||
} | |||
} | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using VRTK; | |||
using VRTK.SecondaryControllerGrabActions; | |||
public class BowGrab : VRTK_ControlDirectionGrabAction | |||
{ | |||
[SerializeField] | |||
private Vector3 m_angleOffset; | |||
[SerializeField] | |||
private Transform m_notchPoint; | |||
[Header("Pull settings")] | |||
[SerializeField] | |||
private float m_maxPullDistance = 0.5f; | |||
[SerializeField] | |||
private string m_animationParam = "bowPull"; | |||
[Header("Arrow Settings")] | |||
[SerializeField] | |||
private GameObject m_arrowPrefab; | |||
[SerializeField] | |||
private Transform m_arrowSpawn; | |||
[SerializeField] | |||
private float m_maxForce = 10f; | |||
private Animator m_animator; | |||
private Vector3 m_lastForward; | |||
private float m_lastForce; | |||
private void Start() | |||
{ | |||
m_animator = GetComponent<Animator>(); | |||
} | |||
public override void ProcessFixedUpdate() | |||
{ | |||
if (initialised) | |||
{ | |||
AimObject(); | |||
PullBow(); | |||
} | |||
} | |||
protected override void AimObject() | |||
{ | |||
Vector3 direction = Vector3.Slerp((primaryGrabbingObject.transform.position - secondaryGrabbingObject.transform.position).normalized, primaryGrabbingObject.transform.forward, 0.5f); | |||
transform.rotation = Quaternion.LookRotation(direction, primaryGrabbingObject.transform.up) * Quaternion.Euler(m_angleOffset); | |||
m_lastForward = direction; | |||
} | |||
protected virtual void PullBow() | |||
{ | |||
float animationValue = getBowForce(); | |||
m_animator.SetFloat(m_animationParam, animationValue); | |||
m_lastForce = animationValue; | |||
} | |||
public override void ResetAction() | |||
{ | |||
base.ResetAction(); | |||
m_animator.SetFloat(m_animationParam, 0); | |||
if (m_lastForce > 0.1f) | |||
{ | |||
GameObject arrow = Instantiate(m_arrowPrefab); | |||
arrow.transform.position = m_arrowSpawn.transform.position; | |||
arrow.transform.forward = m_lastForward; | |||
Rigidbody rb = arrow.GetComponent<Rigidbody>(); | |||
rb.velocity = arrow.transform.forward * m_lastForce * m_maxForce; | |||
} | |||
m_lastForce = 0; | |||
m_lastForward = Vector3.zero; | |||
} | |||
private float getBowForce() | |||
{ | |||
Vector3 directionSecondHand = secondaryGrabbingObject.transform.position - m_notchPoint.transform.position; | |||
Vector3 directionPrimaryHand = primaryGrabbingObject.transform.position - m_notchPoint.transform.position; | |||
float force = 0; | |||
if (Vector3.Dot(directionSecondHand, directionPrimaryHand) > 0) | |||
force = 0; | |||
else | |||
{ | |||
force = directionSecondHand.magnitude / m_maxPullDistance; | |||
if (force > 1) | |||
force = 1; | |||
} | |||
return force; | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using VRTK; | |||
public class ResetAfterTime : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private float m_resetTime = 20; | |||
private VRTK_InteractableObject m_interactable; | |||
private Vector3 m_startPos; | |||
private Quaternion m_startRot; | |||
private Rigidbody m_rb; | |||
private void Awake() | |||
{ | |||
m_interactable = GetComponent<VRTK_InteractableObject>(); | |||
m_rb = GetComponent<Rigidbody>(); | |||
m_startPos = transform.position; | |||
m_startRot = transform.rotation; | |||
} | |||
private IEnumerator resetAfterTime(float time) | |||
{ | |||
yield return new WaitForSeconds(time); | |||
transform.position = m_startPos; | |||
transform.rotation = m_startRot; | |||
m_rb.velocity = Vector3.zero; | |||
m_rb.angularVelocity = Vector3.zero; | |||
} | |||
private void OnEnable() | |||
{ | |||
RegisterEvents(true); | |||
} | |||
private void OnDisable() | |||
{ | |||
RegisterEvents(false); | |||
} | |||
private void OnGrab(object sender, InteractableObjectEventArgs args) | |||
{ | |||
StopAllCoroutines(); | |||
} | |||
private void OnDrop(object sender, InteractableObjectEventArgs args) | |||
{ | |||
StartCoroutine(resetAfterTime(m_resetTime)); | |||
} | |||
private void OnSnap(object sender, InteractableObjectEventArgs args) | |||
{ | |||
StopAllCoroutines(); | |||
} | |||
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; | |||
} | |||
} | |||
} |
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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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