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// Pointer Direction Indicator|Prefabs|0100
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namespace VRTK
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{
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using UnityEngine;
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/// <summary>
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/// Event Payload
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/// </summary>
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/// <param name="sender">this object</param>
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public delegate void PointerDirectionIndicatorEventHandler(object sender);
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/// <summary>
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/// Adds a Pointer Direction Indicator to a pointer renderer and determines a given world rotation that can be used by a Destiantion Marker.
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/// </summary>
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/// <remarks>
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/// **Prefab Usage:**
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/// * Place the `VRTK/Prefabs/PointerDirectionIndicator/PointerDirectionIndicator` prefab into the scene hierarchy.
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/// * Attach the `PointerDirectionIndicator` scene GameObejct to the `Direction Indicator` inspector parameter on a `VRTK_BasePointerRenderer` component.
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///
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/// > This can be useful for rotating the play area upon teleporting to face the user in a new direction without expecting them to physically turn in the play space.
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/// </remarks>
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public class VRTK_PointerDirectionIndicator : MonoBehaviour
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{
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/// <summary>
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/// States of Direction Indicator Visibility.
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/// </summary>
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public enum VisibilityState
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{
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/// <summary>
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/// Only shows the direction indicator when the pointer is active.
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/// </summary>
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OnWhenPointerActive,
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/// <summary>
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/// Only shows the direction indicator when the pointer cursor is visible or if the cursor is hidden and the pointer is active.
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/// </summary>
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AlwaysOnWithPointerCursor
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}
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[Header("Control Settings")]
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[Tooltip("The touchpad axis needs to be above this deadzone for it to register as a valid touchpad angle.")]
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public Vector2 touchpadDeadzone = Vector2.zero;
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[Tooltip("The axis to use for the direction coordinates.")]
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public VRTK_ControllerEvents.Vector2AxisAlias coordinateAxis = VRTK_ControllerEvents.Vector2AxisAlias.Touchpad;
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[Header("Appearance Settings")]
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[Tooltip("If this is checked then the reported rotation will include the offset of the headset rotation in relation to the play area.")]
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public bool includeHeadsetOffset = true;
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[Tooltip("If this is checked then the direction indicator will be displayed when the location is invalid.")]
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public bool displayOnInvalidLocation = true;
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[Tooltip("If this is checked then the pointer valid/invalid colours will also be used to change the colour of the direction indicator.")]
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public bool usePointerColor = false;
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[Tooltip("Determines when the direction indicator will be visible.")]
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public VisibilityState indicatorVisibility = VisibilityState.OnWhenPointerActive;
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[HideInInspector]
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public bool isActive = true;
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/// <summary>
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/// Emitted when the object tooltip is reset.
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/// </summary>
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public event PointerDirectionIndicatorEventHandler PointerDirectionIndicatorPositionSet;
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protected VRTK_ControllerEvents controllerEvents;
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protected Transform playArea;
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protected Transform headset;
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protected GameObject validLocation;
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protected GameObject invalidLocation;
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public virtual void OnPointerDirectionIndicatorPositionSet()
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{
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if (PointerDirectionIndicatorPositionSet != null)
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{
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PointerDirectionIndicatorPositionSet(this);
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}
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}
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/// <summary>
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/// The Initialize method is used to set up the direction indicator.
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/// </summary>
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/// <param name="events">The Controller Events script that is used to control the direction indicator's rotation.</param>
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public virtual void Initialize(VRTK_ControllerEvents events)
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{
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controllerEvents = events;
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playArea = VRTK_DeviceFinder.PlayAreaTransform();
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headset = VRTK_DeviceFinder.HeadsetTransform();
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}
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/// <summary>
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/// The SetPosition method is used to set the world position of the direction indicator.
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/// </summary>
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/// <param name="active">Determines if the direction indicator GameObject should be active or not.</param>
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/// <param name="position">The position to set the direction indicator to.</param>
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public virtual void SetPosition(bool active, Vector3 position)
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{
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transform.position = position;
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gameObject.SetActive((isActive && active));
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OnPointerDirectionIndicatorPositionSet();
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}
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/// <summary>
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/// The GetRotation method returns the current reported rotation of the direction indicator.
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/// </summary>
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/// <returns>The reported rotation of the direction indicator.</returns>
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public virtual Quaternion GetRotation()
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{
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float offset = (includeHeadsetOffset ? playArea.eulerAngles.y - headset.eulerAngles.y : 0f);
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return Quaternion.Euler(0f, transform.localEulerAngles.y + offset, 0f);
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}
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/// <summary>
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/// The SetMaterialColor method sets the current material colour on the direction indicator.
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/// </summary>
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/// <param name="color">The colour to update the direction indicatormaterial to.</param>
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/// <param name="validity">Determines if the colour being set is based from a valid location or invalid location.</param>
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public virtual void SetMaterialColor(Color color, bool validity)
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{
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if (validLocation != null)
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{
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validLocation.SetActive(validity);
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}
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if (invalidLocation != null)
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{
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invalidLocation.SetActive((displayOnInvalidLocation ? !validity : validity));
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}
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if (usePointerColor)
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{
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Renderer[] renderers = GetComponentsInChildren<Renderer>();
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for (int i = 0; i < renderers.Length; i++)
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{
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renderers[i].material.color = color;
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}
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}
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}
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/// <summary>
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/// The GetControllerEvents method returns the associated Controller Events script with the Pointer Direction Indicator script.
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/// </summary>
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/// <returns>The associated Controller Events script.</returns>
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public virtual VRTK_ControllerEvents GetControllerEvents()
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{
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return controllerEvents;
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}
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protected virtual void Awake()
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{
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validLocation = transform.Find("ValidLocation").gameObject;
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invalidLocation = transform.Find("InvalidLocation").gameObject;
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gameObject.SetActive(false);
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}
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protected virtual void Update()
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{
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if (controllerEvents != null && controllerEvents.GetAxisState(coordinateAxis, SDK_BaseController.ButtonPressTypes.Touch) && !InsideDeadzone(controllerEvents.GetAxis(coordinateAxis)))
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{
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float touchpadAngle = controllerEvents.GetAxisAngle(coordinateAxis);
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float angle = ((touchpadAngle > 180) ? touchpadAngle -= 360 : touchpadAngle) + headset.eulerAngles.y;
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transform.localEulerAngles = new Vector3(0f, angle, 0f);
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}
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}
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protected virtual bool InsideDeadzone(Vector2 currentAxis)
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{
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return (currentAxis == Vector2.zero || (Mathf.Abs(currentAxis.x) <= touchpadDeadzone.x && Mathf.Abs(currentAxis.y) <= touchpadDeadzone.y));
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}
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}
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}
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