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82 lines
3.4 KiB
C#

6 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Autohand{
[DefaultExecutionOrder(1000)]
public class HandTeleportGuard : MonoBehaviour{
[Header("Helps prevent hand from passing through static collision boundries")]
public Hand hand;
[Header("Guard Settings")]
[Tooltip("The mask of things the guarding will ignore, if left on default or empty, will default to ignoring recommended Auto Hand layers")]
public LayerMask ignoreMask;
[Tooltip("The amount of distance change required in one frame or fixed udpate to activate the teleport guard")]
public float buffer = 0.1f;
[Tooltip("Whether this should always run or only run when activated by the teleporter")]
public bool alwaysRun = false;
[Tooltip("If true hands wont teleport return when past the max distance if something is in the way"), FormerlySerializedAs("strict")]
public bool ignoreMaxHandDistance = false;
Vector3 deltaHandPos;
Vector3 deltaHandFixedPos;
void Awake(){
if(hand == null && GetComponent<Hand>())
hand = GetComponent<Hand>();
if(ignoreMask == 0)
ignoreMask = LayerMask.GetMask(Hand.grabbableLayerNameDefault, Hand.grabbingLayerName, Hand.rightHandLayerName, Hand.leftHandLayerName, AutoHandPlayer.HandPlayerLayer);
else
ignoreMask |= LayerMask.GetMask(Hand.rightHandLayerName, Hand.leftHandLayerName);
}
void Update() {
if(hand == null || !hand.gameObject.activeInHierarchy)
return;
if(alwaysRun) {
var distance = Vector3.Distance(hand.palmTransform.position, deltaHandPos);
if(ignoreMaxHandDistance || (!ignoreMaxHandDistance && distance < hand.maxFollowDistance)) {
if(distance > buffer)
TeleportProtection(deltaHandPos, hand.palmTransform.position);
}
deltaHandPos = hand.palmTransform.position;
}
}
void FixedUpdate() {
if(hand == null || !hand.gameObject.activeInHierarchy)
return;
if(alwaysRun) {
var distance = Vector3.Distance(hand.palmTransform.position, deltaHandFixedPos);
if(ignoreMaxHandDistance || (!ignoreMaxHandDistance && distance < hand.maxFollowDistance)) {
if(distance > buffer)
TeleportProtection(deltaHandFixedPos, hand.palmTransform.position);
}
deltaHandFixedPos = hand.palmTransform.position;
}
}
/// <summary>Should be called just after a teleportation</summary>
public void TeleportProtection(Vector3 fromPos, Vector3 toPos) {
if (hand == null || hand.transform == null)
return;
RaycastHit[] hits = Physics.RaycastAll(fromPos, toPos - fromPos, Vector3.Distance(fromPos, toPos), ~ignoreMask);
Vector3 handPos = Vector3.zero;
foreach(var hit in hits) {
if(hit.transform != hand.transform) {
handPos = fromPos;
break;
}
}
if(handPos != Vector3.zero)
hand.SetHandLocation(handPos, hand.transform.rotation);
}
}
}