/************************************************************************************
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Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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See SampleFramework license.txt for license terms. Unless required by applicable law
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or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied. See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace OculusSampleFramework
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{
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public class WindmillController : MonoBehaviour
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{
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[SerializeField] private GameObject _startStopButton = null;
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[SerializeField] float _maxSpeed = 10f;
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[SerializeField] private SelectionCylinder _selectionCylinder = null;
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private WindmillBladesController _bladesRotation;
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private InteractableTool _toolInteractingWithMe = null;
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private void Awake()
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{
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Assert.IsNotNull(_startStopButton);
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Assert.IsNotNull(_selectionCylinder);
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_bladesRotation = GetComponentInChildren<WindmillBladesController>();
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_bladesRotation.SetMoveState(true, _maxSpeed);
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}
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private void OnEnable()
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{
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_startStopButton.GetComponent<Interactable>().InteractableStateChanged.AddListener(StartStopStateChanged);
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}
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private void OnDisable()
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{
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if (_startStopButton != null)
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{
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_startStopButton.GetComponent<Interactable>().InteractableStateChanged.RemoveListener(StartStopStateChanged);
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}
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}
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private void StartStopStateChanged(InteractableStateArgs obj)
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{
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bool inActionState = obj.NewInteractableState == InteractableState.ActionState;
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if (inActionState)
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{
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if (_bladesRotation.IsMoving)
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{
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_bladesRotation.SetMoveState(false, 0.0f);
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}
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else
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{
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_bladesRotation.SetMoveState(true, _maxSpeed);
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}
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}
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_toolInteractingWithMe = obj.NewInteractableState > InteractableState.Default ?
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obj.Tool : null;
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}
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private void Update()
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{
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if (_toolInteractingWithMe == null)
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{
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_selectionCylinder.CurrSelectionState = SelectionCylinder.SelectionState.Off;
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}
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else
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{
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_selectionCylinder.CurrSelectionState = (
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_toolInteractingWithMe.ToolInputState == ToolInputState.PrimaryInputDown ||
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_toolInteractingWithMe.ToolInputState == ToolInputState.PrimaryInputDownStay)
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? SelectionCylinder.SelectionState.Highlighted
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: SelectionCylinder.SelectionState.Selected;
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}
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}
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}
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}
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