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// Headset Collision Fade|Presence|70030
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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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/// Initiates a fade of the headset view when a headset collision event is detected.
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/// </summary>
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/// <remarks>
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/// **Required Components:**
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/// * `VRTK_HeadsetCollision` - A Headset Collision script to determine when the HMD has collided with valid geometry.
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/// * `VRTK_HeadsetFade` - A Headset Fade script to alter the visible colour on the HMD view.
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///
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/// **Script Usage:**
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/// * Place the `VRTK_HeadsetCollisionFade` script on any active scene GameObject.
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/011_Camera_HeadSetCollisionFading` has collidable walls around the play area and if the user puts their head into any of the walls then the headset will fade to black.
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/// </example>
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[AddComponentMenu("VRTK/Scripts/Presence/VRTK_HeadsetCollisionFade")]
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public class VRTK_HeadsetCollisionFade : MonoBehaviour
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{
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[Header("Collision Fade Settings")]
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[Tooltip("The amount of time to wait until a fade occurs.")]
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public float timeTillFade = 0f;
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[Tooltip("The fade blink speed on collision.")]
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public float blinkTransitionSpeed = 0.1f;
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[Tooltip("The colour to fade the headset to on collision.")]
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public Color fadeColor = Color.black;
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[Tooltip("A specified VRTK_PolicyList to use to determine whether any objects will be acted upon by the Headset Collision Fade.")]
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public VRTK_PolicyList targetListPolicy;
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[Header("Custom Settings")]
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[Tooltip("The VRTK Headset Collision script to use when determining headset collisions. If this is left blank then the script will need to be applied to the same GameObject.")]
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public VRTK_HeadsetCollision headsetCollision;
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[Tooltip("The VRTK Headset Fade script to use when fading the headset. If this is left blank then the script will need to be applied to the same GameObject.")]
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public VRTK_HeadsetFade headsetFade;
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protected virtual void OnEnable()
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{
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headsetFade = (headsetFade != null ? headsetFade : FindObjectOfType<VRTK_HeadsetFade>());
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headsetCollision = (headsetCollision != null ? headsetCollision : FindObjectOfType<VRTK_HeadsetCollision>());
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if (headsetFade == null)
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{
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VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "VRTK_HeadsetCollisionFade", "VRTK_HeadsetFade", "the same or child"));
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return;
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}
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if (headsetCollision == null)
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{
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VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "VRTK_HeadsetCollisionFade", "VRTK_HeadsetCollision", "the same or child"));
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return;
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}
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headsetCollision.HeadsetCollisionDetect += new HeadsetCollisionEventHandler(OnHeadsetCollisionDetect);
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headsetCollision.HeadsetCollisionEnded += new HeadsetCollisionEventHandler(OnHeadsetCollisionEnded);
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}
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protected virtual void OnDisable()
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{
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if (headsetCollision != null)
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{
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headsetCollision.HeadsetCollisionDetect -= new HeadsetCollisionEventHandler(OnHeadsetCollisionDetect);
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headsetCollision.HeadsetCollisionEnded -= new HeadsetCollisionEventHandler(OnHeadsetCollisionEnded);
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}
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}
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protected virtual void OnHeadsetCollisionDetect(object sender, HeadsetCollisionEventArgs e)
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{
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if (ValidTarget(e.collider))
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{
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Invoke("StartFade", timeTillFade);
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}
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}
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protected virtual void OnHeadsetCollisionEnded(object sender, HeadsetCollisionEventArgs e)
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{
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if (ValidTarget(e.collider))
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{
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CancelInvoke("StartFade");
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headsetFade.Unfade(blinkTransitionSpeed);
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}
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}
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protected virtual void StartFade()
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{
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headsetFade.Fade(fadeColor, blinkTransitionSpeed);
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}
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protected virtual bool ValidTarget(Collider target)
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{
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return (target != null && !(VRTK_PolicyList.Check(target.gameObject, targetListPolicy)));
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}
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}
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}
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