// Headset Fade|Presence|70020
|
|
namespace VRTK
|
|
{
|
|
using UnityEngine;
|
|
|
|
/// <summary>
|
|
/// Event Payload
|
|
/// </summary>
|
|
/// <param name="timeTillComplete">A float that is the duration for the fade/unfade process has remaining.</param>
|
|
/// <param name="currentTransform">The current Transform of the object that the Headset Fade script is attached to (Camera).</param>
|
|
public struct HeadsetFadeEventArgs
|
|
{
|
|
public float timeTillComplete;
|
|
public Transform currentTransform;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event Payload
|
|
/// </summary>
|
|
/// <param name="sender">this object</param>
|
|
/// <param name="e"><see cref="HeadsetFadeEventArgs"/></param>
|
|
public delegate void HeadsetFadeEventHandler(object sender, HeadsetFadeEventArgs e);
|
|
|
|
/// <summary>
|
|
/// Provides the ability to change the colour of the headset view to a specified colour over a given duration.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// **Script Usage:**
|
|
/// * Place the `VRTK_HeadsetFade` script on any active scene GameObject.
|
|
/// </remarks>
|
|
/// <example>
|
|
/// `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.
|
|
/// </example>
|
|
[AddComponentMenu("VRTK/Scripts/Presence/VRTK_HeadsetFade")]
|
|
public class VRTK_HeadsetFade : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// Emitted when the user's headset begins to fade to a given colour.
|
|
/// </summary>
|
|
public event HeadsetFadeEventHandler HeadsetFadeStart;
|
|
/// <summary>
|
|
/// Emitted when the user's headset has completed the fade and is now fully at the given colour.
|
|
/// </summary>
|
|
public event HeadsetFadeEventHandler HeadsetFadeComplete;
|
|
/// <summary>
|
|
/// Emitted when the user's headset begins to unfade back to a transparent colour.
|
|
/// </summary>
|
|
public event HeadsetFadeEventHandler HeadsetUnfadeStart;
|
|
/// <summary>
|
|
/// Emitted when the user's headset has completed unfading and is now fully transparent again.
|
|
/// </summary>
|
|
public event HeadsetFadeEventHandler HeadsetUnfadeComplete;
|
|
|
|
protected Transform headset;
|
|
protected bool isTransitioning = false;
|
|
protected bool isFaded = false;
|
|
|
|
public virtual void OnHeadsetFadeStart(HeadsetFadeEventArgs e)
|
|
{
|
|
if (HeadsetFadeStart != null)
|
|
{
|
|
HeadsetFadeStart(this, e);
|
|
}
|
|
}
|
|
|
|
public virtual void OnHeadsetFadeComplete(HeadsetFadeEventArgs e)
|
|
{
|
|
if (HeadsetFadeComplete != null)
|
|
{
|
|
HeadsetFadeComplete(this, e);
|
|
}
|
|
}
|
|
|
|
public virtual void OnHeadsetUnfadeStart(HeadsetFadeEventArgs e)
|
|
{
|
|
if (HeadsetUnfadeStart != null)
|
|
{
|
|
HeadsetUnfadeStart(this, e);
|
|
}
|
|
}
|
|
|
|
public virtual void OnHeadsetUnfadeComplete(HeadsetFadeEventArgs e)
|
|
{
|
|
if (HeadsetUnfadeComplete != null)
|
|
{
|
|
HeadsetUnfadeComplete(this, e);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The IsFaded method returns true if the headset is currently fading or has completely faded and returns false if it is completely unfaded.
|
|
/// </summary>
|
|
/// <returns>Returns `true` if the headset is currently fading or faded.</returns>
|
|
public virtual bool IsFaded()
|
|
{
|
|
return isFaded;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The IsTransitioning method returns true if the headset is currently fading or unfading and returns false if it is completely faded or unfaded.
|
|
/// </summary>
|
|
/// <returns>Returns `true` if the headset is currently in the process of fading or unfading.</returns>
|
|
public virtual bool IsTransitioning()
|
|
{
|
|
return isTransitioning;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The Fade method initiates a change in the colour of the headset view to the given colour over a given duration.
|
|
/// </summary>
|
|
/// <param name="color">The colour to fade the headset view to.</param>
|
|
/// <param name="duration">The time in seconds to take to complete the fade transition.</param>
|
|
public virtual void Fade(Color color, float duration)
|
|
{
|
|
isFaded = false;
|
|
isTransitioning = true;
|
|
VRTK_SDK_Bridge.HeadsetFade(color, duration);
|
|
OnHeadsetFadeStart(SetHeadsetFadeEvent(headset, duration));
|
|
CancelInvoke("UnfadeComplete");
|
|
Invoke("FadeComplete", duration);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The Unfade method initiates the headset to change colour back to a transparent colour over a given duration.
|
|
/// </summary>
|
|
/// <param name="duration">The time in seconds to take to complete the unfade transition.</param>
|
|
public virtual void Unfade(float duration)
|
|
{
|
|
isFaded = true;
|
|
isTransitioning = true;
|
|
VRTK_SDK_Bridge.HeadsetFade(Color.clear, duration);
|
|
OnHeadsetUnfadeStart(SetHeadsetFadeEvent(headset, duration));
|
|
CancelInvoke("FadeComplete");
|
|
Invoke("UnfadeComplete", duration);
|
|
}
|
|
|
|
protected virtual void Awake()
|
|
{
|
|
VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
|
|
}
|
|
|
|
protected virtual void OnEnable()
|
|
{
|
|
headset = VRTK_DeviceFinder.HeadsetCamera();
|
|
isTransitioning = false;
|
|
isFaded = false;
|
|
|
|
VRTK_SharedMethods.AddCameraFade();
|
|
}
|
|
|
|
protected virtual void OnDestroy()
|
|
{
|
|
VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
|
|
}
|
|
|
|
protected virtual HeadsetFadeEventArgs SetHeadsetFadeEvent(Transform currentTransform, float duration)
|
|
{
|
|
HeadsetFadeEventArgs e;
|
|
e.timeTillComplete = duration;
|
|
e.currentTransform = currentTransform;
|
|
return e;
|
|
}
|
|
|
|
protected virtual void FadeComplete()
|
|
{
|
|
isFaded = true;
|
|
isTransitioning = false;
|
|
OnHeadsetFadeComplete(SetHeadsetFadeEvent(headset, 0f));
|
|
}
|
|
|
|
protected virtual void UnfadeComplete()
|
|
{
|
|
isFaded = false;
|
|
isTransitioning = false;
|
|
OnHeadsetUnfadeComplete(SetHeadsetFadeEvent(headset, 0f));
|
|
}
|
|
}
|
|
}
|