You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
82 lines
3.4 KiB
C#
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);
|
||
|
}
|
||
|
}
|
||
|
}
|