|
|
|
|
// Copyright (c) Valve Corporation, All rights reserved. ======================================================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
|
|
|
|
|
namespace Valve.VR.InteractionSystem
|
|
|
|
|
{
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
public class SnapTurn : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
public float snapAngle = 90.0f;
|
|
|
|
|
|
|
|
|
|
public bool showTurnAnimation = true;
|
|
|
|
|
|
|
|
|
|
public AudioSource snapTurnSource;
|
|
|
|
|
public AudioClip rotateSound;
|
|
|
|
|
|
|
|
|
|
public GameObject rotateRightFX;
|
|
|
|
|
public GameObject rotateLeftFX;
|
|
|
|
|
|
|
|
|
|
public SteamVR_Action_Boolean snapLeftAction = SteamVR_Input.GetBooleanAction("SnapTurnLeft");
|
|
|
|
|
public SteamVR_Action_Boolean snapRightAction = SteamVR_Input.GetBooleanAction("SnapTurnRight");
|
|
|
|
|
|
|
|
|
|
public bool fadeScreen = true;
|
|
|
|
|
public float fadeTime = 0.1f;
|
|
|
|
|
public Color screenFadeColor = Color.black;
|
|
|
|
|
|
|
|
|
|
public float distanceFromFace = 1.3f;
|
|
|
|
|
public Vector3 additionalOffset = new Vector3(0, -0.3f, 0);
|
|
|
|
|
|
|
|
|
|
public static float teleportLastActiveTime;
|
|
|
|
|
|
|
|
|
|
private bool canRotate = true;
|
|
|
|
|
|
|
|
|
|
public float canTurnEverySeconds = 0.4f;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void Start()
|
|
|
|
|
{
|
|
|
|
|
AllOff();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void AllOff()
|
|
|
|
|
{
|
|
|
|
|
if (rotateLeftFX != null)
|
|
|
|
|
rotateLeftFX.SetActive(false);
|
|
|
|
|
|
|
|
|
|
if (rotateRightFX != null)
|
|
|
|
|
rotateRightFX.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private void Update()
|
|
|
|
|
{
|
|
|
|
|
Player player = Player.instance;
|
|
|
|
|
|
|
|
|
|
if (canRotate && snapLeftAction != null && snapRightAction != null && snapLeftAction.activeBinding && snapRightAction.activeBinding)
|
|
|
|
|
{
|
|
|
|
|
//only allow snap turning after a quarter second after the last teleport
|
|
|
|
|
if (Time.time < (teleportLastActiveTime + canTurnEverySeconds))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// only allow snap turning when not holding something
|
|
|
|
|
|
|
|
|
|
bool rightHandValid = player.rightHand.currentAttachedObject == null ||
|
|
|
|
|
(player.rightHand.currentAttachedObject != null
|
|
|
|
|
&& player.rightHand.currentAttachedTeleportManager != null
|
|
|
|
|
&& player.rightHand.currentAttachedTeleportManager.teleportAllowed);
|
|
|
|
|
|
|
|
|
|
bool leftHandValid = player.leftHand.currentAttachedObject == null ||
|
|
|
|
|
(player.leftHand.currentAttachedObject != null
|
|
|
|
|
&& player.leftHand.currentAttachedTeleportManager != null
|
|
|
|
|
&& player.leftHand.currentAttachedTeleportManager.teleportAllowed);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool leftHandTurnLeft = snapLeftAction.GetStateDown(SteamVR_Input_Sources.LeftHand) && leftHandValid;
|
|
|
|
|
bool rightHandTurnLeft = snapLeftAction.GetStateDown(SteamVR_Input_Sources.RightHand) && rightHandValid;
|
|
|
|
|
|
|
|
|
|
bool leftHandTurnRight = snapRightAction.GetStateDown(SteamVR_Input_Sources.LeftHand) && leftHandValid;
|
|
|
|
|
bool rightHandTurnRight = snapRightAction.GetStateDown(SteamVR_Input_Sources.RightHand) && rightHandValid;
|
|
|
|
|
|
|
|
|
|
if (leftHandTurnLeft || rightHandTurnLeft)
|
|
|
|
|
{
|
|
|
|
|
RotatePlayer(-snapAngle);
|
|
|
|
|
}
|
|
|
|
|
else if (leftHandTurnRight || rightHandTurnRight)
|
|
|
|
|
{
|
|
|
|
|
RotatePlayer(snapAngle);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private Coroutine rotateCoroutine;
|
|
|
|
|
public void RotatePlayer(float angle)
|
|
|
|
|
{
|
|
|
|
|
if (rotateCoroutine != null)
|
|
|
|
|
{
|
|
|
|
|
StopCoroutine(rotateCoroutine);
|
|
|
|
|
AllOff();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
rotateCoroutine = StartCoroutine(DoRotatePlayer(angle));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------
|
|
|
|
|
private IEnumerator DoRotatePlayer(float angle)
|
|
|
|
|
{
|
|
|
|
|
Player player = Player.instance;
|
|
|
|
|
|
|
|
|
|
canRotate = false;
|
|
|
|
|
|
|
|
|
|
snapTurnSource.panStereo = angle / 90;
|
|
|
|
|
snapTurnSource.PlayOneShot(rotateSound);
|
|
|
|
|
|
|
|
|
|
if (fadeScreen)
|
|
|
|
|
{
|
|
|
|
|
SteamVR_Fade.Start(Color.clear, 0);
|
|
|
|
|
|
|
|
|
|
Color tColor = screenFadeColor;
|
|
|
|
|
tColor = tColor.linear * 0.6f;
|
|
|
|
|
SteamVR_Fade.Start(tColor, fadeTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
yield return new WaitForSeconds(fadeTime);
|
|
|
|
|
|
|
|
|
|
Vector3 playerFeetOffset = player.trackingOriginTransform.position - player.feetPositionGuess;
|
|
|
|
|
player.trackingOriginTransform.position -= playerFeetOffset;
|
|
|
|
|
player.transform.Rotate(Vector3.up, angle);
|
|
|
|
|
playerFeetOffset = Quaternion.Euler(0.0f, angle, 0.0f) * playerFeetOffset;
|
|
|
|
|
player.trackingOriginTransform.position += playerFeetOffset;
|
|
|
|
|
|
|
|
|
|
GameObject fx = angle > 0 ? rotateRightFX : rotateLeftFX;
|
|
|
|
|
|
|
|
|
|
if (showTurnAnimation)
|
|
|
|
|
ShowRotateFX(fx);
|
|
|
|
|
|
|
|
|
|
if (fadeScreen)
|
|
|
|
|
{
|
|
|
|
|
SteamVR_Fade.Start(Color.clear, fadeTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float startTime = Time.time;
|
|
|
|
|
float endTime = startTime + canTurnEverySeconds;
|
|
|
|
|
|
|
|
|
|
while (Time.time <= endTime)
|
|
|
|
|
{
|
|
|
|
|
yield return null;
|
|
|
|
|
UpdateOrientation(fx);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
fx.SetActive(false);
|
|
|
|
|
canRotate = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ShowRotateFX(GameObject fx)
|
|
|
|
|
{
|
|
|
|
|
if (fx == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
fx.SetActive(false);
|
|
|
|
|
|
|
|
|
|
UpdateOrientation(fx);
|
|
|
|
|
|
|
|
|
|
fx.SetActive(true);
|
|
|
|
|
|
|
|
|
|
UpdateOrientation(fx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void UpdateOrientation(GameObject fx)
|
|
|
|
|
{
|
|
|
|
|
Player player = Player.instance;
|
|
|
|
|
|
|
|
|
|
//position fx in front of face
|
|
|
|
|
this.transform.position = player.hmdTransform.position + (player.hmdTransform.forward * distanceFromFace);
|
|
|
|
|
this.transform.rotation = Quaternion.LookRotation(player.hmdTransform.position - this.transform.position, Vector3.up);
|
|
|
|
|
this.transform.Translate(additionalOffset, Space.Self);
|
|
|
|
|
this.transform.rotation = Quaternion.LookRotation(player.hmdTransform.position - this.transform.position, Vector3.up);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|