// Independent Radial Menu|Prefabs|0120
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namespace VRTK
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{
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections;
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/// <summary>
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/// Allows the RadialMenu to be anchored to any object, not just a controller.
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/// </summary>
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/// <remarks>
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/// **Prefab Usage:**
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/// * Place the `VRTK/Prefabs/RadialMenu/RadialMenu` prefab as a child of the GameObject to associate the Radial Menu with.
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/// * Position and scale the menu by adjusting the transform of the `RadialMenu` empty.
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/// * Replace `VRTK_RadialMenuController` with `VRTK_IndependentRadialMenuController` that is located on the `RadialMenu/RadialMenuUI/Panel` GameObject.
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/// * Ensure the parent object has the `VRTK_InteractableObject` script.
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/// * Verify that `Is Usable` and `Hold Button to Use` are both checked on the `VRTK_InteractableObject`.
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/// * Attach `VRTK_InteractTouch` and `VRTK_InteractUse` scripts to the objects that will activate the Radial Menu (e.g. the Controllers).
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/// </remarks>
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/// <example>
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/// `VRTK/Examples/030_Controls_RadialTouchpadMenu` displays a radial menu for each controller. The left controller uses the `Hide On Release` variable, so it will only be visible if the left touchpad is being touched. It also uses the `Execute On Unclick` variable to delay execution until the touchpad button is unclicked. The example scene also contains a demonstration of anchoring the RadialMenu to an interactable cube instead of a controller.
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/// </example>
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public class VRTK_IndependentRadialMenuController : VRTK_RadialMenuController
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{
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[Tooltip("If the RadialMenu is the child of an object with VRTK_InteractableObject attached, this will be automatically obtained. It can also be manually set.")]
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public VRTK_InteractableObject eventsManager;
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[Tooltip("Whether or not the script should dynamically add a SphereCollider to surround the menu.")]
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public bool addMenuCollider = true;
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[Tooltip("This times the size of the RadialMenu is the size of the collider.")]
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[Range(0, 10)]
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public float colliderRadiusMultiplier = 1.2f;
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[Tooltip("If true, after a button is clicked, the RadialMenu will hide.")]
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public bool hideAfterExecution = true;
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[Tooltip("How far away from the object the menu should be placed, relative to the size of the RadialMenu.")]
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[Range(-10, 10)]
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public float offsetMultiplier = 1.1f;
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[Tooltip("The object the RadialMenu should face towards. If left empty, it will automatically try to find the Headset Camera.")]
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public GameObject rotateTowards;
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protected List<GameObject> interactingObjects = new List<GameObject>(); // Objects (controllers) that are either colliding with the menu or clicking the menu
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protected HashSet<GameObject> collidingObjects = new HashSet<GameObject>(); // Just objects that are currently colliding with the menu or its parent
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protected SphereCollider menuCollider;
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protected Coroutine delayedSetColliderEnabledRoutine;
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protected Vector3 desiredColliderCenter;
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protected Quaternion initialRotation;
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protected bool isClicked = false;
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protected bool waitingToDisableCollider = false;
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protected int counter = 2;
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/// <summary>
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/// The UpdateEventsManager method is used to update the events within the menu controller.
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/// </summary>
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public virtual void UpdateEventsManager()
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{
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VRTK_InteractableObject newEventsManager = transform.GetComponentInParent<VRTK_InteractableObject>();
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if (newEventsManager == null)
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{
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VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_NOT_INJECTED, "VRTK_IndependentRadialMenuController", "VRTK_InteractableObject", "eventsManager", "the parent"));
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return;
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}
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else if (newEventsManager != eventsManager) // Changed managers
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{
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if (eventsManager != null)
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{ // Unsubscribe from the old events
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OnDisable();
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}
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eventsManager = newEventsManager;
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// Subscribe to new events
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OnEnable();
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Destroy(menuCollider);
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// Reset to initial state
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Initialize();
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}
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}
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protected override void Initialize()
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{
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if (eventsManager == null)
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{
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initialRotation = transform.localRotation;
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UpdateEventsManager();
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return; // If all goes well in updateEventsManager, it will then call Initialize again, skipping this if statement
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}
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// Reset variables
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interactingObjects.Clear();
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collidingObjects.Clear();
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if (delayedSetColliderEnabledRoutine != null)
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{
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StopCoroutine(delayedSetColliderEnabledRoutine);
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}
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isClicked = false;
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waitingToDisableCollider = false;
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counter = 2;
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if (transform.childCount == 0) // This means things haven't been properly initialized yet, will cause problems.
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{
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return;
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}
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float radius = (transform.GetChild(0).GetComponent<RectTransform>().rect.width / 2) * offsetMultiplier;
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transform.localPosition = new Vector3(0, 0, radius);
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if (addMenuCollider)
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{
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gameObject.SetActive(false); // Just be sure it doesn't briefly flash
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transform.localScale = Vector3.one; // If this were left at zero it would ruin the transformations below
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Quaternion startingRot = transform.rotation;
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transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); // Rotation can mess up the calculations below
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SphereCollider collider = eventsManager.gameObject.AddComponent<SphereCollider>();
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// All of the transformVector's are to account for the scaling of the radial menu's 'panel' and the scaling of the eventsManager parent object
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collider.radius = (transform.GetChild(0).GetComponent<RectTransform>().rect.width / 2) * colliderRadiusMultiplier * eventsManager.transform.InverseTransformVector(transform.GetChild(0).TransformVector(Vector3.one)).x;
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collider.center = eventsManager.transform.InverseTransformVector(transform.position - eventsManager.transform.position);
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collider.isTrigger = true;
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collider.enabled = false; // Want this to only activate when the menu is showing
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menuCollider = collider;
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desiredColliderCenter = collider.center;
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transform.rotation = startingRot;
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}
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if (!menu.isShown)
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{
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transform.localScale = Vector3.zero;
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}
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gameObject.SetActive(true);
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}
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protected override void Awake()
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{
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menu = GetComponent<VRTK_RadialMenu>();
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VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void Start()
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{
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Initialize();
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}
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protected override void OnEnable()
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{
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if (eventsManager != null)
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{
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eventsManager.InteractableObjectUsed += ObjectClicked;
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eventsManager.InteractableObjectUnused += ObjectUnClicked;
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eventsManager.InteractableObjectTouched += ObjectTouched;
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eventsManager.InteractableObjectUntouched += ObjectUntouched;
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menu.FireHapticPulse += AttemptHapticPulse;
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}
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else
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{
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Initialize();
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}
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}
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protected override void OnDisable()
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{
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if (eventsManager != null)
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{
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eventsManager.InteractableObjectUsed -= ObjectClicked;
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eventsManager.InteractableObjectUnused -= ObjectUnClicked;
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eventsManager.InteractableObjectTouched -= ObjectTouched;
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eventsManager.InteractableObjectUntouched -= ObjectUntouched;
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menu.FireHapticPulse -= AttemptHapticPulse;
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}
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}
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protected virtual void OnDestroy()
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{
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VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
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}
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protected virtual void Update()
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{
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if (rotateTowards == null) // Backup
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{
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Transform headset = VRTK_DeviceFinder.HeadsetTransform();
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if (headset)
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{
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rotateTowards = headset.gameObject;
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}
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else
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{
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VRTK_Logger.Warn(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.COULD_NOT_FIND_OBJECT_FOR_ACTION, "IndependentRadialMenu", "an object", "rotate towards"));
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}
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}
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if (menu.isShown)
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{
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if (interactingObjects.Count > 0) // There's not really an event for the controller moving, so just update the position every frame
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{
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DoChangeAngle(CalculateAngle(interactingObjects[0]), this);
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}
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if (rotateTowards != null)
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{
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transform.rotation = Quaternion.LookRotation((rotateTowards.transform.position - transform.position) * -1, Vector3.up) * initialRotation; // Face the target, but maintain initial rotation
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}
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}
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}
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protected virtual void FixedUpdate()
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{
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if (waitingToDisableCollider)
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{
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if (counter == 0)
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{
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menuCollider.enabled = false;
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waitingToDisableCollider = false;
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counter = 2;
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}
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else
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{
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counter--;
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}
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}
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}
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protected override void AttemptHapticPulse(float strength)
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{
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if (interactingObjects.Count > 0)
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{
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VRTK_ControllerHaptics.TriggerHapticPulse(VRTK_ControllerReference.GetControllerReference(interactingObjects[0]), strength);
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}
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}
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protected virtual void ObjectClicked(object sender, InteractableObjectEventArgs e)
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{
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DoClickButton(sender);
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isClicked = true;
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if (hideAfterExecution && !menu.executeOnUnclick)
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{
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ImmediatelyHideMenu(e);
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}
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}
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protected virtual void ObjectUnClicked(object sender, InteractableObjectEventArgs e)
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{
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DoUnClickButton(sender);
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isClicked = false;
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if ((hideAfterExecution || (collidingObjects.Count == 0 && menu.hideOnRelease)) && menu.executeOnUnclick)
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{
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ImmediatelyHideMenu(e);
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}
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}
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protected virtual void ObjectTouched(object sender, InteractableObjectEventArgs e)
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{
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DoShowMenu(CalculateAngle(e.interactingObject), sender);
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collidingObjects.Add(e.interactingObject);
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VRTK_SharedMethods.AddListValue(interactingObjects, e.interactingObject, true);
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if (addMenuCollider && menuCollider != null)
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{
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SetColliderState(true, e);
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if (delayedSetColliderEnabledRoutine != null)
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{
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StopCoroutine(delayedSetColliderEnabledRoutine);
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}
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}
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}
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protected virtual void ObjectUntouched(object sender, InteractableObjectEventArgs e)
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{
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collidingObjects.Remove(e.interactingObject);
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if (((!menu.executeOnUnclick || !isClicked) && menu.hideOnRelease) || (Object)sender == this)
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{
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DoHideMenu(hideAfterExecution, sender);
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interactingObjects.Remove(e.interactingObject);
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if (addMenuCollider && menuCollider != null)
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{
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// In case there's any gap between the normal collider and the menuCollider, delay a bit. Cancelled if collider is re-entered
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delayedSetColliderEnabledRoutine = StartCoroutine(DelayedSetColliderEnabled(false, 0.25f, e));
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}
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}
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}
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protected virtual TouchAngleDeflection CalculateAngle(GameObject interactingObject)
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{
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Vector3 controllerPosition = interactingObject.transform.position;
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Vector3 toController = controllerPosition - transform.position;
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Vector3 projection = transform.position + Vector3.ProjectOnPlane(toController, transform.forward);
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float angle = 0;
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angle = AngleSigned(transform.right * -1, projection - transform.position, transform.forward);
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// Ensure angle is positive
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if (angle < 0)
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{
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angle += 360.0f;
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}
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return new TouchAngleDeflection(angle, 1);
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}
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protected virtual float AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
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{
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return Mathf.Atan2(Vector3.Dot(n, Vector3.Cross(v1, v2)), Vector3.Dot(v1, v2)) * Mathf.Rad2Deg;
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}
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protected virtual void ImmediatelyHideMenu(InteractableObjectEventArgs e)
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{
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ObjectUntouched(this, e);
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if (delayedSetColliderEnabledRoutine != null)
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{
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StopCoroutine(delayedSetColliderEnabledRoutine);
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}
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SetColliderState(false, e); // Don't want to wait for this
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}
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protected virtual void SetColliderState(bool state, InteractableObjectEventArgs e)
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{
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if (addMenuCollider && menuCollider != null)
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{
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if (state)
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{
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menuCollider.enabled = true;
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menuCollider.center = desiredColliderCenter;
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}
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else
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{
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bool should = true;
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Collider[] colliders = eventsManager.GetComponents<Collider>();
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Collider[] controllerColliders = e.interactingObject.GetComponent<VRTK_InteractTouch>().ControllerColliders();
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for (int i = 0; i < colliders.Length; i++)
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{
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Collider collider = colliders[i];
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if (collider != menuCollider)
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{
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for (int j = 0; j < controllerColliders.Length; j++)
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{
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Collider controllerCollider = controllerColliders[j];
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if (controllerCollider.bounds.Intersects(collider.bounds))
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{
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should = false;
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}
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}
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}
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}
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if (should)
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{
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menuCollider.center = new Vector3(100000000.0f, 100000000.0f, 100000000.0f); // This needs to be done to get OnTriggerExit() to fire, unfortunately
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waitingToDisableCollider = true; // Need to give other things time to realize that they're not colliding with this anymore, so do it a couple FixedUpdates
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}
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else
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{
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menuCollider.enabled = false;
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}
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}
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}
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}
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protected virtual IEnumerator DelayedSetColliderEnabled(bool enabled, float delay, InteractableObjectEventArgs e)
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{
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yield return new WaitForSeconds(delay);
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SetColliderState(enabled, e);
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}
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}
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}
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