namespace VRTK.Examples
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{
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using UnityEngine;
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public class Zipline : VRTK_InteractableObject
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{
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[Header("Zipline Options", order = 4)]
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public float downStartSpeed = 0.2f;
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public float acceleration = 1.0f;
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public float upSpeed = 1.0f;
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public Transform handleEndPosition;
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public Transform handleStartPosition;
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public GameObject handle;
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private bool isMoving = false;
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private bool isMovingDown = true;
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private float currentSpeed;
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public override void OnInteractableObjectGrabbed(InteractableObjectEventArgs e)
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{
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base.OnInteractableObjectGrabbed(e);
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isMoving = true;
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}
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protected override void Awake()
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{
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base.Awake();
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currentSpeed = downStartSpeed;
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}
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protected override void Update()
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{
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base.Update();
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if (isMoving)
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{
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Vector3 moveAmount;
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if(isMovingDown)
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{
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currentSpeed += acceleration * Time.deltaTime;
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moveAmount = Vector3.down * currentSpeed * Time.deltaTime;
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}
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else
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{
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moveAmount = Vector3.up * upSpeed * Time.deltaTime;
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}
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handle.transform.localPosition += moveAmount;
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if((isMovingDown && handle.transform.localPosition.y <= handleEndPosition.localPosition.y) ||
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(!isMovingDown && handle.transform.localPosition.y >= handleStartPosition.localPosition.y))
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{
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isMoving = false;
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isMovingDown = !isMovingDown;
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currentSpeed = downStartSpeed;
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}
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}
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}
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}
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}
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