// Step Multiplier|Locomotion|20130
namespace VRTK
{
using UnityEngine;
///
/// Multiplies each real world step within the play area to enable further distances to be travelled in the virtual world.
///
///
/// **Optional Components:**
/// * `VRTK_ControllerEvents` - The events component to listen for the button presses on. This must be applied on the same GameObject as this script if one is not provided via the `Controller Events` parameter.
///
/// **Script Usage:**
/// * Place the `VRTK_StepMultiplier` script on either:
/// * Any GameObject in the scene if no activation button is required.
/// * The GameObject with the Controller Events scripts if an activation button is required.
/// * Any other scene GameObject and provide a valid `VRTK_ControllerEvents` component to the `Controller Events` parameter of this script if an activation button is required.
///
///
/// `VRTK/Examples/028_CameraRig_RoomExtender` shows how the Step Multiplier can be used to move around the scene with multiplied steps.
///
[AddComponentMenu("VRTK/Scripts/Locomotion/VRTK_StepMultiplier")]
public class VRTK_StepMultiplier : MonoBehaviour
{
///
/// Movement methods.
///
public enum MovementFunction
{
///
/// Moves the head with a non-linear drift movement.
///
Nonlinear,
///
/// Moves the headset in a direct linear movement.
///
LinearDirect
}
[Header("Step Multiplier Settings")]
[Tooltip("The controller button to activate the step multiplier effect. If it is `Undefined` then the step multiplier will always be active.")]
public VRTK_ControllerEvents.ButtonAlias activationButton = VRTK_ControllerEvents.ButtonAlias.Undefined;
[Tooltip("This determines the type of movement used by the extender.")]
public MovementFunction movementFunction = MovementFunction.LinearDirect;
[Tooltip("This is the factor by which movement at the edge of the circle is amplified. `0` is no movement of the play area. Higher values simulate a bigger play area but may be too uncomfortable.")]
[Range(0, 10)]
public float additionalMovementMultiplier = 1.0f;
[Tooltip("This is the size of the circle in which the play area is not moved and everything is normal. If it is to low it becomes uncomfortable when crouching.")]
[Range(0, 5)]
public float headZoneRadius = 0.25f;
[Header("Custom Settings")]
[Tooltip("The Controller Events to listen for the events on. If the script is being applied onto a controller then this parameter can be left blank as it will be auto populated by the controller the script is on at runtime.")]
public VRTK_ControllerEvents controllerEvents;
protected Vector3 relativeMovementOfCameraRig = new Vector3();
protected Transform movementTransform;
protected Transform playArea;
protected Vector3 headCirclePosition;
protected Vector3 lastPosition;
protected Vector3 lastMovement;
protected bool activationEnabled;
protected VRTK_ControllerEvents.ButtonAlias subscribedActivationButton = VRTK_ControllerEvents.ButtonAlias.Undefined;
protected bool buttonSubscribed;
protected virtual void Awake()
{
VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void OnEnable()
{
activationEnabled = false;
buttonSubscribed = false;
movementTransform = VRTK_DeviceFinder.HeadsetTransform();
playArea = VRTK_DeviceFinder.PlayAreaTransform();
MoveHeadCircleNonLinearDrift();
if (movementTransform != null)
{
lastPosition = movementTransform.localPosition;
}
}
protected virtual void OnDestroy()
{
VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void Update()
{
ManageButtonSubscription();
switch (movementFunction)
{
case MovementFunction.Nonlinear:
MoveHeadCircleNonLinearDrift();
break;
case MovementFunction.LinearDirect:
MoveHeadCircle();
break;
default:
break;
}
}
protected virtual void ManageButtonSubscription()
{
controllerEvents = (controllerEvents != null ? controllerEvents : GetComponentInParent());
if (controllerEvents != null && buttonSubscribed && subscribedActivationButton != VRTK_ControllerEvents.ButtonAlias.Undefined && activationButton != subscribedActivationButton)
{
buttonSubscribed = false;
controllerEvents.UnsubscribeToButtonAliasEvent(subscribedActivationButton, true, ActivationButtonPressed);
controllerEvents.UnsubscribeToButtonAliasEvent(subscribedActivationButton, false, ActivationButtonReleased);
subscribedActivationButton = VRTK_ControllerEvents.ButtonAlias.Undefined;
}
if (controllerEvents != null && !buttonSubscribed && activationButton != VRTK_ControllerEvents.ButtonAlias.Undefined)
{
controllerEvents.SubscribeToButtonAliasEvent(activationButton, true, ActivationButtonPressed);
controllerEvents.SubscribeToButtonAliasEvent(activationButton, false, ActivationButtonReleased);
buttonSubscribed = true;
subscribedActivationButton = activationButton;
}
}
protected virtual void ActivationButtonPressed(object sender, ControllerInteractionEventArgs e)
{
activationEnabled = true;
}
protected virtual void ActivationButtonReleased(object sender, ControllerInteractionEventArgs e)
{
activationEnabled = false;
}
protected virtual void Move(Vector3 movement)
{
headCirclePosition += movement;
if (playArea != null && (activationEnabled || activationButton == VRTK_ControllerEvents.ButtonAlias.Undefined))
{
playArea.localPosition += movement * additionalMovementMultiplier;
relativeMovementOfCameraRig += movement * additionalMovementMultiplier;
}
}
protected virtual void MoveHeadCircle()
{
if (movementTransform != null)
{
//Get the movement of the head relative to the headCircle.
Vector3 circleCenterToHead = new Vector3(movementTransform.localPosition.x - headCirclePosition.x, 0, movementTransform.localPosition.z - headCirclePosition.z);
//Get the direction of the head movement.
UpdateLastMovement();
//Checks if the head is outside of the head cirlce and moves the head circle and play area in the movementDirection.
if (circleCenterToHead.sqrMagnitude > headZoneRadius * headZoneRadius && lastMovement != Vector3.zero)
{
//Just move like the headset moved
Move(lastMovement);
}
}
}
protected virtual void MoveHeadCircleNonLinearDrift()
{
if (movementTransform != null)
{
Vector3 movement = new Vector3(movementTransform.localPosition.x - headCirclePosition.x, 0, movementTransform.localPosition.z - headCirclePosition.z);
if (movement.sqrMagnitude > headZoneRadius * headZoneRadius)
{
Vector3 deltaMovement = movement.normalized * (movement.magnitude - headZoneRadius);
Move(deltaMovement);
}
}
}
protected virtual void UpdateLastMovement()
{
if (movementTransform != null)
{
//Save the last movement
lastMovement = movementTransform.localPosition - lastPosition;
lastMovement.y = 0;
lastPosition = movementTransform.localPosition;
}
}
}
}