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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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