Assignment for RMIT Mixed Reality in 2020
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// Slingshot Jump|Locomotion|20121
namespace VRTK
{
using UnityEngine;
/// <summary>
/// Event Payload
/// </summary>
/// <param name="sender">this object</param>
public delegate void SlingshotJumpEventHandler(object sender);
/// <summary>
/// Provides the ability for the SDK Camera Rig to be thrown around with a jumping motion by slingshotting based on the pull back of each valid controller.
/// </summary>
/// <remarks>
/// **Required Components:**
/// * `VRTK_PlayerClimb` - A Player Climb script for dealing with the physical throwing of the play area as if throwing off an invisible climbed object.
/// * `VRTK_BodyPhysics` - A Body Physics script to deal with the effects of physics and gravity on the play area.
///
/// **Optional Components:**
/// * `VRTK_BasicTeleport` - A Teleporter script to use when snapping the play area to the nearest floor when releasing from grab.
/// * `VRTK_HeadsetCollision` - A Headset Collision script to determine when the headset is colliding with geometry to know when to reset to a valid location.
/// * `VRTK_PositionRewind` - A Position Rewind script to utilise when resetting to a valid location upon ungrabbing whilst colliding with geometry.
///
/// **Script Usage:**
/// * Place the `VRTK_SlingshotJump` script on the same GameObject as the `VRTK_PlayerClimb` script.
/// </remarks>
/// <example>
/// `VRTK/Examples/037_CameraRig_ClimbingFalling` shows how to set up a scene with slingshot jumping. This script just needs to be added to the PlayArea object and the requested forces and buttons set.
/// </example>
[AddComponentMenu("VRTK/Scripts/Locomotion/VRTK_SlingshotJump")]
public class VRTK_SlingshotJump : MonoBehaviour
{
[Header("SlingshotJump Settings")]
[Tooltip("How close together the button releases have to be to initiate a jump.")]
public float releaseWindowTime = 0.5f;
[Tooltip("Multiplier that increases the jump strength.")]
public float velocityMultiplier = 5.0f;
[Tooltip("The maximum velocity a jump can be.")]
public float velocityMax = 8.0f;
[Tooltip("The button that will initiate the slingshot move.")]
[SerializeField]
protected VRTK_ControllerEvents.ButtonAlias activationButton = VRTK_ControllerEvents.ButtonAlias.GripPress;
[Tooltip("The button that will cancel an already tensioned sling shot.")]
[SerializeField]
protected VRTK_ControllerEvents.ButtonAlias cancelButton = VRTK_ControllerEvents.ButtonAlias.Undefined;
[Tooltip("The Body Physics script to deal with the physics and gravity of the play area. If the script is being applied onto an object that already has a VRTK_BodyPhysics component, this parameter can be left blank as it will be auto populated by the script at runtime.")]
[SerializeField]
protected VRTK_BodyPhysics bodyPhysics;
[Tooltip("The Player Climb script to deal ability to throw the play area. If the script is being applied onto an object that already has a VRTK_PlayerClimb component, this parameter can be left blank as it will be auto populated by the script at runtime.")]
[SerializeField]
protected VRTK_PlayerClimb playerClimb;
[Tooltip("The Teleporter script to deal play area teleporting. If the script is being applied onto an object that already has a VRTK_BasicTeleport component, this parameter can be left blank as it will be auto populated by the script at runtime.")]
[SerializeField]
protected VRTK_BasicTeleport teleporter;
/// <summary>
/// Emitted when a slingshot jump occurs
/// </summary>
public event SlingshotJumpEventHandler SlingshotJumped;
protected Transform playArea;
protected Vector3 leftStartAimPosition;
protected Vector3 leftReleasePosition;
protected bool leftIsAiming;
protected Vector3 rightStartAimPosition;
protected Vector3 rightReleasePosition;
protected bool rightIsAiming;
protected VRTK_ControllerEvents leftControllerEvents;
protected VRTK_ControllerEvents rightControllerEvents;
protected VRTK_InteractGrab leftControllerGrab;
protected VRTK_InteractGrab rightControllerGrab;
protected bool leftButtonReleased;
protected bool rightButtonReleased;
protected float countDownEndTime;
/// <summary>
/// The SetActivationButton method gets the button used to activate a slingshot jump.
/// </summary>
/// <returns>Returns the button used for slingshot activation.</returns>
public virtual VRTK_ControllerEvents.ButtonAlias GetActivationButton()
{
return activationButton;
}
/// <summary>
/// The SetActivationButton method sets the button used to activate a slingshot jump.
/// </summary>
/// <param name="button">The controller button to use to activate the jump.</param>
public virtual void SetActivationButton(VRTK_ControllerEvents.ButtonAlias button)
{
InitControllerListeners(false);
activationButton = button;
InitControllerListeners(true);
}
/// <summary>
/// The GetCancelButton method gets the button used to cancel a slingshot jump.
/// </summary>
/// <returns>Returns the button used to cancel a slingshot jump.</returns>
public virtual VRTK_ControllerEvents.ButtonAlias GetCancelButton()
{
return cancelButton;
}
/// <summary>
/// The SetCancelButton method sets the button used to cancel a slingshot jump.
/// </summary>
/// <param name="button">The controller button to use to cancel the jump.</param>
public virtual void SetCancelButton(VRTK_ControllerEvents.ButtonAlias button)
{
InitControllerListeners(false);
cancelButton = button;
InitControllerListeners(true);
}
protected virtual void Awake()
{
bodyPhysics = (bodyPhysics != null ? bodyPhysics : FindObjectOfType<VRTK_BodyPhysics>());
playerClimb = (playerClimb != null ? playerClimb : FindObjectOfType<VRTK_PlayerClimb>());
VRTK_SDKManager.AttemptAddBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void OnEnable()
{
InitListeners(true);
playArea = VRTK_DeviceFinder.PlayAreaTransform();
}
protected virtual void OnDisable()
{
UnAim();
InitListeners(false);
}
protected virtual void OnDestroy()
{
VRTK_SDKManager.AttemptRemoveBehaviourToToggleOnLoadedSetupChange(this);
}
protected virtual void LeftButtonPressed(object sender, ControllerInteractionEventArgs e)
{
// Check for new left aim
if (!leftIsAiming && !IsClimbing())
{
leftIsAiming = true;
leftStartAimPosition = playArea.InverseTransformPoint(leftControllerEvents.gameObject.transform.position);
}
}
protected virtual void RightButtonPressed(object sender, ControllerInteractionEventArgs e)
{
// Check for new right aim
if (!rightIsAiming && !IsClimbing())
{
rightIsAiming = true;
rightStartAimPosition = playArea.InverseTransformPoint(rightControllerEvents.gameObject.transform.position);
}
}
protected virtual void LeftButtonReleased(object sender, ControllerInteractionEventArgs e)
{
// Check for release states
if (leftIsAiming)
{
leftReleasePosition = playArea.InverseTransformPoint(leftControllerEvents.gameObject.transform.position);
if (!rightButtonReleased)
{
countDownEndTime = Time.time + releaseWindowTime;
}
leftButtonReleased = true;
}
CheckForReset();
CheckForJump();
}
protected virtual void RightButtonReleased(object sender, ControllerInteractionEventArgs e)
{
// Check for release states
if (rightIsAiming)
{
rightReleasePosition = playArea.InverseTransformPoint(rightControllerEvents.gameObject.transform.position);
if (!leftButtonReleased)
{
countDownEndTime = Time.time + releaseWindowTime;
}
rightButtonReleased = true;
}
CheckForReset();
CheckForJump();
}
protected virtual void CancelButtonPressed(object sender, ControllerInteractionEventArgs e)
{
UnAim();
}
protected virtual void CheckForReset()
{
if ((leftButtonReleased || rightButtonReleased) && Time.time > countDownEndTime)
{
UnAim();
}
}
protected virtual void CheckForJump()
{
if (leftButtonReleased && rightButtonReleased && !bodyPhysics.IsFalling())
{
Vector3 leftDir = leftStartAimPosition - leftReleasePosition;
Vector3 rightDir = rightStartAimPosition - rightReleasePosition;
Vector3 localJumpDir = leftDir + rightDir;
Vector3 worldJumpDir = playArea.transform.TransformVector(localJumpDir);
Vector3 jumpVector = worldJumpDir * velocityMultiplier;
if (jumpVector.magnitude > velocityMax)
{
jumpVector = jumpVector.normalized * velocityMax;
}
bodyPhysics.ApplyBodyVelocity(jumpVector, true, true);
UnAim();
OnSlingshotJumped();
}
}
protected void OnSlingshotJumped()
{
if (SlingshotJumped != null)
{
SlingshotJumped(this);
}
}
protected void InitListeners(bool state)
{
InitTeleportListener(state);
InitControllerListeners(state);
}
protected void InitTeleportListener(bool state)
{
teleporter = (teleporter != null ? teleporter : FindObjectOfType<VRTK_BasicTeleport>());
if (teleporter != null)
{
if (state == true)
{
teleporter.Teleporting += new TeleportEventHandler(OnTeleport);
}
else
{
teleporter.Teleporting -= new TeleportEventHandler(OnTeleport);
}
}
}
protected void InitControllerListeners(bool state)
{
InitControllerListener(state, VRTK_DeviceFinder.GetControllerLeftHand(), ref leftControllerEvents, ref leftControllerGrab, LeftButtonPressed, LeftButtonReleased);
InitControllerListener(state, VRTK_DeviceFinder.GetControllerRightHand(), ref rightControllerEvents, ref rightControllerGrab, RightButtonPressed, RightButtonReleased);
}
protected void InitControllerListener(bool state, GameObject controller, ref VRTK_ControllerEvents events, ref VRTK_InteractGrab grab,
ControllerInteractionEventHandler triggerPressed, ControllerInteractionEventHandler triggerReleased)
{
if (controller != null)
{
events = controller.GetComponentInChildren<VRTK_ControllerEvents>();
grab = controller.GetComponentInChildren<VRTK_InteractGrab>();
if (events != null)
{
if (state == true)
{
events.SubscribeToButtonAliasEvent(activationButton, true, triggerPressed);
events.SubscribeToButtonAliasEvent(activationButton, false, triggerReleased);
if (cancelButton != VRTK_ControllerEvents.ButtonAlias.Undefined)
{
events.SubscribeToButtonAliasEvent(cancelButton, true, CancelButtonPressed);
}
}
else
{
events.UnsubscribeToButtonAliasEvent(activationButton, true, triggerPressed);
events.UnsubscribeToButtonAliasEvent(activationButton, false, triggerReleased);
if (cancelButton != VRTK_ControllerEvents.ButtonAlias.Undefined)
{
events.UnsubscribeToButtonAliasEvent(cancelButton, true, CancelButtonPressed);
}
}
}
}
}
protected void OnTeleport(object sender, DestinationMarkerEventArgs e)
{
UnAim();
}
protected void UnAim()
{
leftIsAiming = false;
rightIsAiming = false;
leftButtonReleased = false;
rightButtonReleased = false;
}
protected bool IsClimbing()
{
return (playerClimb != null && playerClimb.IsClimbing());
}
}
}