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47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Autohand{
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[RequireComponent(typeof(ConfigurableJoint))]
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public class PhysicsGadgetConfigurableLimitReader : MonoBehaviour{
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public bool invertValue = false;
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[Tooltip("The minimum abs value required to return a value nonzero value\n " +
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"- if playRange is 0.1, you have to move the gadget 10% to get a result")]
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public float playRange = 0.025f;
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protected ConfigurableJoint joint;
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protected Vector3 axisPos;
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float value;
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Vector3 limitAxis;
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protected virtual void Start(){
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joint = GetComponent<ConfigurableJoint>();
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limitAxis = new Vector3(joint.xMotion == ConfigurableJointMotion.Locked ? 0 : 1, joint.yMotion == ConfigurableJointMotion.Locked ? 0 : 1, joint.zMotion == ConfigurableJointMotion.Locked ? 0 : 1);
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axisPos = Vector3.Scale(transform.localPosition, limitAxis);
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}
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/// <summary>Returns a -1 to 1 value that represents the point of the slider</summary>
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public float GetValue() {
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bool positive = true;
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var currPos = Vector3.Scale(transform.localPosition, limitAxis);
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if(axisPos.x < currPos.x || axisPos.y < currPos.y || axisPos.z < currPos.z)
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positive = false;
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if(invertValue)
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positive = !positive;
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value = Vector3.Distance(axisPos, currPos)/joint.linearLimit.limit;
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if(!positive) value *= -1;
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if (Mathf.Abs(value) < playRange)
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value = 0;
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return Mathf.Clamp(value, -1f, 1f);
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}
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public ConfigurableJoint GetJoint() => joint;
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}
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}
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