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// Rotate Object Control Action|ObjectControlActions|25020
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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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/// Provides the ability to rotate a GameObject through the world `y` axis in the scene by updating the Transform rotation when the corresponding Object Control axis changes.
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/// </summary>
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/// <remarks>
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/// > The effect is a smooth rotation to simulate turning.
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///
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/// **Required Components:**
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/// * `VRTK_ObjectControl` - The Object Control script to listen for the axis changes on.
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///
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/// **Script Usage:**
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/// * Place the `VRTK_RotateObjectControlAction` script on any active scene GameObject.
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/// * Link the required Object Control script to the `Object Control Script` parameter of this script.
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/// * Set the `Listen On Axis Change` parameter on this script to the axis change to affect with this movement type.
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/// </remarks>
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/// <example>
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/// `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.
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///
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/// To enable the Rotate Object Control Action, ensure one of the `TouchpadControlOptions` children (located under the Controller script alias) has the `Rotate` control script active.
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/// </example>
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[AddComponentMenu("VRTK/Scripts/Locomotion/Object Control Actions/VRTK_RotateObjectControlAction")]
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public class VRTK_RotateObjectControlAction : VRTK_BaseObjectControlAction
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{
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[Tooltip("The maximum speed the controlled object can be rotated based on the position of the axis.")]
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public float maximumRotationSpeed = 3f;
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[Tooltip("The rotation multiplier to be applied when the modifier button is pressed.")]
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public float rotationMultiplier = 1.5f;
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protected override void Process(GameObject controlledGameObject, Transform directionDevice, Vector3 axisDirection, float axis, float deadzone, bool currentlyFalling, bool modifierActive)
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{
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CheckForPlayerBeforeRotation(controlledGameObject);
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float angle = Rotate(axis, modifierActive);
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if (angle != 0f)
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{
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RotateAroundPlayer(controlledGameObject, angle);
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}
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CheckForPlayerAfterRotation(controlledGameObject);
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}
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protected virtual float Rotate(float axis, bool modifierActive)
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{
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return axis * maximumRotationSpeed * Time.deltaTime * (modifierActive ? rotationMultiplier : 1) * 10;
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}
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}
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}
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