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64 lines
2.7 KiB
C#
64 lines
2.7 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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//This component will freeze an attached grabbable joint with a fixed joint while not being held
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[RequireComponent(typeof(Grabbable))]
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public class GrabbableOnlyJoint : MonoBehaviour {
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public Grabbable jointedGrabbable;
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public bool resetOnRelease = true;
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Grabbable localGrabbable;
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Joint freezeJoint;
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Vector3 localStartPosition;
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Quaternion localStartRotation;
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void Start() {
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localGrabbable = GetComponent<Grabbable>();
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localGrabbable.OnGrabEvent += OnGrab;
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localGrabbable.OnReleaseEvent += OnRelease;
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localStartPosition = jointedGrabbable.transform.InverseTransformPoint(transform.position);
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localStartRotation = Quaternion.Inverse(jointedGrabbable.transform.rotation) * transform.rotation;
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freezeJoint = localGrabbable.gameObject.AddComponent<FixedJoint>().GetCopyOf(Resources.Load<FixedJoint>("DefaultJoint"));
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freezeJoint.anchor = Vector3.zero;
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freezeJoint.breakForce = float.PositiveInfinity;
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freezeJoint.breakTorque = float.PositiveInfinity;
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freezeJoint.connectedBody = jointedGrabbable.body;
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}
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void OnGrab(Hand hand, Grabbable grab) {
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if(grab.GetHeldBy().Count == 1) {
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Destroy(freezeJoint);
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freezeJoint = null;
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}
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}
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void OnRelease(Hand hand, Grabbable grab) {
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if(grab.GetHeldBy().Count == 0) {
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transform.position = jointedGrabbable.transform.TransformPoint(localStartPosition);
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transform.rotation = jointedGrabbable.transform.rotation * localStartRotation;
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localGrabbable.body.position = transform.position;
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localGrabbable.body.rotation = transform.rotation;
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Invoke("CreateJoint", Time.fixedDeltaTime + Time.deltaTime);
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}
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}
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private void LateUpdate() {
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if(freezeJoint != null) {
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transform.position = jointedGrabbable.transform.TransformPoint(localStartPosition);
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transform.rotation = jointedGrabbable.transform.rotation * localStartRotation;
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}
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}
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void CreateJoint() {
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freezeJoint = localGrabbable.gameObject.AddComponent<FixedJoint>().GetCopyOf(Resources.Load<FixedJoint>("DefaultJoint"));
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freezeJoint.anchor = Vector3.zero;
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freezeJoint.breakForce = float.PositiveInfinity;
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freezeJoint.breakTorque = float.PositiveInfinity;
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freezeJoint.connectedBody = jointedGrabbable.body;
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}
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}
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} |