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64 lines
2.7 KiB
C#

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