// Snap Rotate Object Control Action|ObjectControlActions|25030 namespace VRTK { using UnityEngine; /// /// Provides the ability to snap rotate a GameObject through the world `y` axis in the scene by updating the Transform rotation in defined steps when the corresponding Object Control axis changes. /// /// /// > The effect is a immediate snap rotation to quickly face in a new direction. /// /// **Required Components:** /// * `VRTK_ObjectControl` - The Object Control script to listen for the axis changes on. /// /// **Script Usage:** /// * Place the `VRTK_SnapRotateObjectControlAction` script on any active scene GameObject. /// * Link the required Object Control script to the `Object Control Script` parameter of this script. /// * Set the `Listen On Axis Change` parameter on this script to the axis change to affect with this movement type. /// /// /// `VRTK/Examples/017_CameraRig_TouchpadWalking` has a collection of walls and slopes that can be traversed by the user with the touchpad. There is also an area that can only be traversed if the user is crouching. /// /// To enable the Snap Rotate Object Control Action, ensure one of the `TouchpadControlOptions` children (located under the Controller script alias) has the `Snap Rotate` control script active. /// [AddComponentMenu("VRTK/Scripts/Locomotion/Object Control Actions/VRTK_SnapRotateObjectControlAction")] public class VRTK_SnapRotateObjectControlAction : VRTK_BaseObjectControlAction { [Tooltip("The angle to rotate for each snap.")] public float anglePerSnap = 30f; [Tooltip("The snap angle multiplier to be applied when the modifier button is pressed.")] public float angleMultiplier = 1.5f; [Tooltip("The amount of time required to pass before another snap rotation can be carried out.")] public float snapDelay = 0.5f; [Tooltip("The speed for the headset to fade out and back in. Having a blink between rotations can reduce nausia.")] public float blinkTransitionSpeed = 0.6f; [Range(-1f, 1f)] [Tooltip("The threshold the listened axis needs to exceed before the action occurs. This can be used to limit the snap rotate to a single axis direction (e.g. pull down to flip rotate). The threshold is ignored if it is 0.")] public float axisThreshold = 0f; protected float snapDelayTimer = 0f; protected override void Process(GameObject controlledGameObject, Transform directionDevice, Vector3 axisDirection, float axis, float deadzone, bool currentlyFalling, bool modifierActive) { CheckForPlayerBeforeRotation(controlledGameObject); if (snapDelayTimer < Time.time && ValidThreshold(axis)) { float angle = Rotate(axis, modifierActive); if (angle != 0f) { Blink(blinkTransitionSpeed); RotateAroundPlayer(controlledGameObject, angle); } } CheckForPlayerAfterRotation(controlledGameObject); } protected virtual bool ValidThreshold(float axis) { return (axisThreshold == 0f || ((axisThreshold > 0f && axis >= axisThreshold) || (axisThreshold < 0f && axis <= axisThreshold))); } protected virtual float Rotate(float axis, bool modifierActive) { snapDelayTimer = Time.time + snapDelay; int directionMultiplier = GetAxisDirection(axis); return (anglePerSnap * (modifierActive ? angleMultiplier : 1)) * directionMultiplier; } } }