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61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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namespace Autohand{
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//THIS MAY NOT WORK AS A GRABBABLE AT THIS TIME - Try PhysicsGadgetSlider instead
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public class PhysicsGadgetButton : PhysicsGadgetConfigurableLimitReader{
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bool pressed = false;
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[Tooltip("The percentage (0-1) from the required value needed to call the event, if threshold is 0.1 OnPressed will be called at 0.9, and OnUnpressed at 0.1"), Min(0.01f)]
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public float threshold = 0.1f;
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public bool lockOnPressed = false;
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[Space]
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public UnityEvent OnPressed;
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public UnityEvent OnUnpressed;
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Vector3 startPos;
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Vector3 pressedPos;
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float pressedValue;
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new protected void Start(){
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base.Start();
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startPos = transform.localPosition;
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}
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protected void FixedUpdate(){
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var value = GetValue();
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if(!pressed && value+threshold >= 1) {
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Pressed();
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}
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else if(!lockOnPressed && pressed && value-threshold <= 0){
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Unpressed();
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}
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if (value < 0)
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transform.localPosition = startPos;
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if (pressed && lockOnPressed && value + threshold < pressedValue)
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transform.localPosition = pressedPos;
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}
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public void Pressed() {
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pressed = true;
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pressedValue = GetValue();
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pressedPos = transform.localPosition;
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OnPressed?.Invoke();
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}
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public void Unpressed(){
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pressed = false;
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OnUnpressed?.Invoke();
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}
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public void Unlock() {
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lockOnPressed = false;
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GetComponent<Rigidbody>().WakeUp();
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}
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}
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}
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