Assignment for RMIT Mixed Reality in 2020
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namespace VRTK.Examples
{
using UnityEngine;
public class LightSaber : VRTK_InteractableObject
{
private bool beamActive = false;
private Vector2 beamLimits = new Vector2(0f, 1.2f);
private float currentBeamSize;
private float beamExtendSpeed = 0;
private GameObject blade;
private Color activeColor;
private Color targetColor;
private Color[] bladePhaseColors;
public override void StartUsing(VRTK_InteractUse currentUsingObject = null)
{
base.StartUsing(currentUsingObject);
beamExtendSpeed = 5f;
bladePhaseColors = new Color[2] { Color.blue, Color.cyan };
activeColor = bladePhaseColors[0];
targetColor = bladePhaseColors[1];
}
public override void StopUsing(VRTK_InteractUse previousUsingObject = null, bool resetUsingObjectState = true)
{
base.StopUsing(previousUsingObject, resetUsingObjectState);
beamExtendSpeed = -5f;
}
protected void Start()
{
blade = transform.Find("Blade").gameObject;
currentBeamSize = beamLimits.x;
SetBeamSize();
}
protected override void Update()
{
base.Update();
currentBeamSize = Mathf.Clamp(blade.transform.localScale.y + (beamExtendSpeed * Time.deltaTime), beamLimits.x, beamLimits.y);
SetBeamSize();
PulseBeam();
}
private void SetBeamSize()
{
blade.transform.localScale = new Vector3(1f, currentBeamSize, 1f);
beamActive = (currentBeamSize >= beamLimits.y ? true : false);
}
private void PulseBeam()
{
if (beamActive)
{
Color bladeColor = Color.Lerp(activeColor, targetColor, Mathf.PingPong(Time.time, 1));
blade.transform.Find("Beam").GetComponent<MeshRenderer>().material.color = bladeColor;
if (bladeColor == targetColor)
{
var previouslyActiveColor = activeColor;
activeColor = targetColor;
targetColor = previouslyActiveColor;
}
}
}
}
}