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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using VRTK; | |||||
public class RingBezierPointer : VRTK_BezierPointerRenderer | |||||
{ | |||||
#region Read-Only Fields | |||||
/// <summary> | |||||
/// Direction from Centre of ship to CameraRig | |||||
/// </summary> | |||||
public Vector3 DownDirection => m_ring.getDownDirection(transform.position); | |||||
#endregion Read-Only Fields | |||||
#region Inspector Fields | |||||
[Header("Ring Settings")] | |||||
[SerializeField, Tooltip("Reference to the Ship which is being teleported on. If left empty will try and find one in scene")] | |||||
private RotationController m_ring; | |||||
#endregion Inspector Fields | |||||
protected override void OnEnable() | |||||
{ | |||||
base.OnEnable(); | |||||
if (m_ring == null) | |||||
m_ring = FindObjectOfType<RotationController>(); | |||||
} | |||||
protected override Vector3 ProjectDownBeam(Vector3 jointPosition) | |||||
{ | |||||
Vector3 downPosition = Vector3.zero; | |||||
Ray projectedBeamDownRaycast = new Ray(jointPosition, DownDirection); | |||||
RaycastHit collidedWith; | |||||
bool downRayHit = VRTK_CustomRaycast.Raycast(customRaycast, projectedBeamDownRaycast, out collidedWith, defaultIgnoreLayer, maximumLength.y); | |||||
if (!downRayHit || (destinationHit.collider && destinationHit.collider != collidedWith.collider)) | |||||
{ | |||||
if (destinationHit.collider != null) | |||||
{ | |||||
PointerExit(destinationHit); | |||||
} | |||||
destinationHit = new RaycastHit(); | |||||
downPosition = projectedBeamDownRaycast.GetPoint(0f); | |||||
} | |||||
if (downRayHit) | |||||
{ | |||||
downPosition = projectedBeamDownRaycast.GetPoint(collidedWith.distance); | |||||
PointerEnter(collidedWith); | |||||
destinationHit = collidedWith; | |||||
} | |||||
return downPosition; | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using VRTK; | |||||
public class RingTeleportation : VRTK_HeightAdjustTeleport | |||||
{ | |||||
#region Read-Only Fields | |||||
/// <summary> | |||||
/// Direction from Centre of ship to CameraRig | |||||
/// </summary> | |||||
public Vector3 DownDirection => m_ring.getDownDirection(playArea.position); | |||||
#endregion Read-Only Fields | |||||
#region Inspector Fields | |||||
[Header("Ring Settings")] | |||||
[SerializeField, Tooltip("Reference to the Ship which is being teleported on. If left empty will try and find one in scene")] | |||||
private RotationController m_ring; | |||||
#endregion Inspector Fields | |||||
protected override void OnEnable() | |||||
{ | |||||
base.OnEnable(); | |||||
if (m_ring == null) | |||||
m_ring = FindObjectOfType<RotationController>(); | |||||
} | |||||
protected override Vector3 GetNewPosition(Vector3 tipPosition, Transform target, bool returnOriginalPosition) | |||||
{ | |||||
Vector3 basePosition = base.GetNewPosition(tipPosition, target, true); | |||||
return basePosition; | |||||
} | |||||
protected override Quaternion SetNewRotation(Quaternion? rotation) | |||||
{ | |||||
Debug.Log("Setting new rotation"); | |||||
return Quaternion.FromToRotation(Vector3.down, DownDirection); | |||||
} | |||||
protected override void ProcessOrientation(object sender, DestinationMarkerEventArgs e, Vector3 targetPosition, Quaternion targetRotation) | |||||
{ | |||||
base.ProcessOrientation(sender, e, targetPosition, targetRotation); | |||||
Quaternion newRotation = Quaternion.FromToRotation(Vector3.down, m_ring.getDownDirection(targetPosition)); | |||||
playArea.rotation = newRotation; | |||||
} | |||||
} |
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