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using UnityEngine;
|
||||
using System.Collections;
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||||
using Valve.VR;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class AmbientSound : MonoBehaviour
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{
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AudioSource s;
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public float fadeintime;
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float t;
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public bool fadeblack = false;
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float vol;
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// Use this for initialization
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void Start()
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{
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AudioListener.volume = 1;
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s = GetComponent<AudioSource>();
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s.time = Random.Range(0, s.clip.length);
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if (fadeintime > 0)
|
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t = 0;
|
||||
|
||||
vol = s.volume;
|
||||
|
||||
SteamVR_Fade.Start(Color.black, 0);
|
||||
SteamVR_Fade.Start(Color.clear, 7);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
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{
|
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if (fadeintime > 0 && t < 1)
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{
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t += Time.deltaTime / fadeintime;
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s.volume = t * vol;
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}
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}
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}
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using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class BuggyBuddy : MonoBehaviour
|
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{
|
||||
|
||||
public Transform turret;
|
||||
float turretRot;
|
||||
|
||||
|
||||
[Tooltip("Maximum steering angle of the wheels")]
|
||||
public float maxAngle = 30f;
|
||||
[Tooltip("Maximum Turning torque")]
|
||||
public float maxTurnTorque = 30f;
|
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[Tooltip("Maximum torque applied to the driving wheels")]
|
||||
public float maxTorque = 300f;
|
||||
[Tooltip("Maximum brake torque applied to the driving wheels")]
|
||||
public float brakeTorque = 30000f;
|
||||
[Tooltip("If you need the visual wheels to be attached automatically, drag the wheel shape here.")]
|
||||
public GameObject[] wheelRenders;
|
||||
|
||||
[Tooltip("The vehicle's speed when the physics engine can use different amount of sub-steps (in m/s).")]
|
||||
public float criticalSpeed = 5f;
|
||||
[Tooltip("Simulation sub-steps when the speed is above critical.")]
|
||||
public int stepsBelow = 5;
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||||
[Tooltip("Simulation sub-steps when the speed is below critical.")]
|
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public int stepsAbove = 1;
|
||||
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||||
private WheelCollider[] m_Wheels;
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|
||||
public AudioSource au_motor;
|
||||
[HideInInspector]
|
||||
public float mvol;
|
||||
|
||||
public AudioSource au_skid;
|
||||
float svol;
|
||||
|
||||
public WheelDust skidsample;
|
||||
float skidSpeed = 3;
|
||||
|
||||
public Vector3 localGravity;
|
||||
|
||||
[HideInInspector]
|
||||
public Rigidbody body;
|
||||
|
||||
public float rapidfireTime = 0;
|
||||
|
||||
|
||||
|
||||
private float shootTimer;
|
||||
|
||||
[HideInInspector]
|
||||
public Vector2 steer;
|
||||
[HideInInspector]
|
||||
public float throttle;
|
||||
[HideInInspector]
|
||||
public float handBrake;
|
||||
[HideInInspector]
|
||||
public Transform controllerReference;
|
||||
|
||||
|
||||
[HideInInspector]
|
||||
public float speed;
|
||||
|
||||
public Transform centerOfMass;
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
body = GetComponent<Rigidbody>();
|
||||
m_Wheels = GetComponentsInChildren<WheelCollider>();
|
||||
|
||||
body.centerOfMass = body.transform.InverseTransformPoint(centerOfMass.position) * body.transform.lossyScale.x;
|
||||
}
|
||||
|
||||
/*
|
||||
private void TurretInput()
|
||||
{
|
||||
Vector2 tIn = TurretControl.joystick();
|
||||
|
||||
Vector3 tur = new Vector3(tIn.x, 0, tIn.y);
|
||||
tur = TurretControl.transform.TransformDirection(tur);
|
||||
tur = transform.InverseTransformDirection(tur);
|
||||
tur = Vector3.ProjectOnPlane(tur, Vector3.up);
|
||||
turretRot = VectorMath.FindAngle(Vector3.forward, tur, Vector3.up) * Mathf.Rad2Deg;
|
||||
Vector3 turup = Vector3.forward;
|
||||
turret.localRotation = Quaternion.Euler(turup * turretRot);
|
||||
|
||||
|
||||
if (rapidfireTime == 0)
|
||||
{
|
||||
if (TurretControl.GetPressDown(KnucklesButton.Trigger))
|
||||
{
|
||||
Fire();
|
||||
}
|
||||
}else
|
||||
{
|
||||
if (shootTimer > rapidfireTime&& TurretControl.GetPress(KnucklesButton.Trigger))
|
||||
{
|
||||
Fire();
|
||||
shootTimer = 0;
|
||||
}
|
||||
shootTimer += Time.deltaTime;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
private void Update()
|
||||
{
|
||||
m_Wheels[0].ConfigureVehicleSubsteps(criticalSpeed, stepsBelow, stepsAbove);
|
||||
|
||||
//TurretInput();
|
||||
|
||||
//keyboard input for testing
|
||||
//Vector3 move = Vector3.forward * Input.GetAxis("Vertical") + Vector3.right * Input.GetAxis("Horizontal");
|
||||
|
||||
|
||||
//driving input
|
||||
//float forward = maxTorque * move.magnitude;
|
||||
|
||||
float forward = maxTorque * throttle;
|
||||
if (steer.y < -0.5f)
|
||||
forward *= -1;
|
||||
|
||||
float angle = maxAngle * steer.x;
|
||||
|
||||
speed = transform.InverseTransformVector(body.velocity).z;
|
||||
|
||||
float forw = Mathf.Abs(speed);
|
||||
|
||||
|
||||
angle /= 1 + forw / 20;
|
||||
|
||||
// if (Mathf.Abs(move.z) < 0.1f && Mathf.Abs(move.x) > 0.5)
|
||||
// forward *= 3;
|
||||
|
||||
//float forward = maxTorque * throttle; not fun lawrence steering
|
||||
|
||||
float fVol = Mathf.Abs(forward);
|
||||
mvol = Mathf.Lerp(mvol, Mathf.Pow((fVol / maxTorque), 0.8f) * Mathf.Lerp(0.4f, 1.0f, (Mathf.Abs(m_Wheels[2].rpm) / 200)) * Mathf.Lerp(1.0f, 0.5f, handBrake), Time.deltaTime * 9);
|
||||
|
||||
au_motor.volume = Mathf.Clamp01(mvol);
|
||||
float motorPitch = Mathf.Lerp(0.8f, 1.0f, mvol);
|
||||
au_motor.pitch = Mathf.Clamp01(motorPitch);
|
||||
|
||||
svol = Mathf.Lerp(svol, skidsample.amt / skidSpeed, Time.deltaTime * 9);
|
||||
|
||||
au_skid.volume = Mathf.Clamp01(svol);
|
||||
float skidPitch = Mathf.Lerp(0.9f, 1.0f, svol);
|
||||
au_skid.pitch = Mathf.Clamp01(skidPitch);
|
||||
|
||||
|
||||
|
||||
|
||||
//float forward = maxTorque * Input.GetAxis("Vertical");
|
||||
|
||||
//bool stopped = Mathf.Abs(transform.InverseTransformDirection(GetComponent<Rigidbody>().velocity).z) < 1.0f;
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < wheelRenders.Length; i++)
|
||||
{
|
||||
WheelCollider wheel = m_Wheels[i];
|
||||
|
||||
|
||||
if (wheel.transform.localPosition.z > 0)
|
||||
{
|
||||
// front wheels
|
||||
wheel.steerAngle = angle;
|
||||
|
||||
//4wd?
|
||||
wheel.motorTorque = forward;
|
||||
}
|
||||
|
||||
if (wheel.transform.localPosition.z < 0) // back wheels
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// wheel.brakeTorque = Mathf.Lerp(Mathf.Abs(forward) < 0.1f ? 1 : 0, brakeTorque, handBrake);
|
||||
|
||||
wheel.motorTorque = forward;
|
||||
|
||||
if (wheel.transform.localPosition.x < 0) // left wheels
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
if (wheel.transform.localPosition.x >= 0) // right wheels
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Update visual wheels if they exist, and the colliders are enabled
|
||||
if (wheelRenders[i] != null && m_Wheels[0].enabled)
|
||||
{
|
||||
Quaternion q;
|
||||
Vector3 p;
|
||||
wheel.GetWorldPose(out p, out q);
|
||||
|
||||
|
||||
Transform shapeTransform = wheelRenders[i].transform;
|
||||
shapeTransform.position = p;
|
||||
shapeTransform.rotation = q;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
steer = Vector2.Lerp(steer, Vector2.zero, Time.deltaTime * 4);
|
||||
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
body.AddForce(localGravity, ForceMode.Acceleration);
|
||||
}
|
||||
|
||||
public static float FindAngle(Vector3 fromVector, Vector3 toVector, Vector3 upVector)
|
||||
{
|
||||
// If the vector the angle is being calculated to is 0...
|
||||
if (toVector == Vector3.zero)
|
||||
// ... the angle between them is 0.
|
||||
return 0f;
|
||||
|
||||
// Create a float to store the angle between the facing of the enemy and the direction it's travelling.
|
||||
float angle = Vector3.Angle(fromVector, toVector);
|
||||
|
||||
// Find the cross product of the two vectors (this will point up if the velocity is to the right of forward).
|
||||
Vector3 normal = Vector3.Cross(fromVector, toVector);
|
||||
|
||||
// The dot product of the normal with the upVector will be positive if they point in the same direction.
|
||||
angle *= Mathf.Sign(Vector3.Dot(normal, upVector));
|
||||
|
||||
// We need to convert the angle we've found from degrees to radians.
|
||||
angle *= Mathf.Deg2Rad;
|
||||
|
||||
return angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68cfc2d5837cbbb4fadf8b044ca88bb1
|
||||
timeCreated: 1520897566
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,186 @@
|
||||
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
|
||||
//
|
||||
// Purpose: UIElement that responds to VR hands and generates UnityEvents
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
#if UNITY_UGUI_UI || !UNITY_2019_2_OR_NEWER
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Valve.VR;
|
||||
using Valve.VR.InteractionSystem;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class BuggyController : MonoBehaviour
|
||||
{
|
||||
public Transform modelJoystick;
|
||||
public float joystickRot = 20;
|
||||
|
||||
public Transform modelTrigger;
|
||||
public float triggerRot = 20;
|
||||
|
||||
public BuggyBuddy buggy;
|
||||
|
||||
public Transform buttonBrake;
|
||||
public Transform buttonReset;
|
||||
|
||||
//ui stuff
|
||||
|
||||
public Canvas ui_Canvas;
|
||||
public Image ui_rpm;
|
||||
public Image ui_speed;
|
||||
public RectTransform ui_steer;
|
||||
|
||||
public float ui_steerangle;
|
||||
|
||||
public Vector2 ui_fillAngles;
|
||||
|
||||
public Transform resetToPoint;
|
||||
|
||||
public SteamVR_Action_Vector2 actionSteering = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("buggy", "Steering");
|
||||
|
||||
public SteamVR_Action_Single actionThrottle = SteamVR_Input.GetAction<SteamVR_Action_Single>("buggy", "Throttle");
|
||||
|
||||
public SteamVR_Action_Boolean actionBrake = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("buggy", "Brake");
|
||||
|
||||
public SteamVR_Action_Boolean actionReset = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("buggy", "Reset");
|
||||
|
||||
private float usteer;
|
||||
|
||||
private Interactable interactable;
|
||||
|
||||
private Quaternion trigSRot;
|
||||
|
||||
private Quaternion joySRot;
|
||||
|
||||
private Coroutine resettingRoutine;
|
||||
|
||||
private Vector3 initialScale;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
joySRot = modelJoystick.localRotation;
|
||||
trigSRot = modelTrigger.localRotation;
|
||||
|
||||
interactable = GetComponent<Interactable>();
|
||||
|
||||
StartCoroutine(DoBuzz());
|
||||
buggy.controllerReference = transform;
|
||||
initialScale = buggy.transform.localScale;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector2 steer = Vector2.zero;
|
||||
float throttle = 0;
|
||||
float brake = 0;
|
||||
|
||||
bool reset = false;
|
||||
|
||||
bool b_brake = false;
|
||||
bool b_reset = false;
|
||||
|
||||
|
||||
if (interactable.attachedToHand)
|
||||
{
|
||||
SteamVR_Input_Sources hand = interactable.attachedToHand.handType;
|
||||
|
||||
steer = actionSteering.GetAxis(hand);
|
||||
|
||||
throttle = actionThrottle.GetAxis(hand);
|
||||
b_brake = actionBrake.GetState(hand);
|
||||
b_reset = actionReset.GetState(hand);
|
||||
brake = b_brake ? 1 : 0;
|
||||
reset = actionReset.GetStateDown(hand);
|
||||
}
|
||||
|
||||
if (reset && resettingRoutine == null)
|
||||
{
|
||||
resettingRoutine = StartCoroutine(DoReset());
|
||||
}
|
||||
|
||||
if (ui_Canvas != null)
|
||||
{
|
||||
ui_Canvas.gameObject.SetActive(interactable.attachedToHand);
|
||||
|
||||
usteer = Mathf.Lerp(usteer, steer.x, Time.deltaTime * 9);
|
||||
ui_steer.localEulerAngles = Vector3.forward * usteer * -ui_steerangle;
|
||||
ui_rpm.fillAmount = Mathf.Lerp(ui_rpm.fillAmount, Mathf.Lerp(ui_fillAngles.x, ui_fillAngles.y, throttle), Time.deltaTime * 4);
|
||||
float speedLim = 40;
|
||||
ui_speed.fillAmount = Mathf.Lerp(ui_fillAngles.x, ui_fillAngles.y, 1 - (Mathf.Exp(-buggy.speed / speedLim)));
|
||||
|
||||
}
|
||||
|
||||
modelJoystick.localRotation = joySRot;
|
||||
/*if (input.AttachedHand != null && input.AttachedHand.IsLeft)
|
||||
{
|
||||
Joystick.Rotate(steer.y * -joystickRot, steer.x * -joystickRot, 0, Space.Self);
|
||||
}
|
||||
else if (input.AttachedHand != null && input.AttachedHand.IsRight)
|
||||
{
|
||||
Joystick.Rotate(steer.y * -joystickRot, steer.x * joystickRot, 0, Space.Self);
|
||||
}
|
||||
else*/
|
||||
//{
|
||||
modelJoystick.Rotate(steer.y * -joystickRot, steer.x * -joystickRot, 0, Space.Self);
|
||||
//}
|
||||
|
||||
modelTrigger.localRotation = trigSRot;
|
||||
modelTrigger.Rotate(throttle * -triggerRot, 0, 0, Space.Self);
|
||||
buttonBrake.localScale = new Vector3(1, 1, b_brake ? 0.4f : 1.0f);
|
||||
buttonReset.localScale = new Vector3(1, 1, b_reset ? 0.4f : 1.0f);
|
||||
|
||||
buggy.steer = steer;
|
||||
buggy.throttle = throttle;
|
||||
buggy.handBrake = brake;
|
||||
buggy.controllerReference = transform;
|
||||
}
|
||||
|
||||
private IEnumerator DoReset()
|
||||
{
|
||||
float startTime = Time.time;
|
||||
float overTime = 1f;
|
||||
float endTime = startTime + overTime;
|
||||
|
||||
buggy.transform.position = resetToPoint.transform.position;
|
||||
buggy.transform.rotation = resetToPoint.transform.rotation;
|
||||
buggy.transform.localScale = initialScale * 0.1f;
|
||||
|
||||
while (Time.time < endTime)
|
||||
{
|
||||
buggy.transform.localScale = Vector3.Lerp(buggy.transform.localScale, initialScale, Time.deltaTime * 5f);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
buggy.transform.localScale = initialScale;
|
||||
|
||||
resettingRoutine = null;
|
||||
}
|
||||
|
||||
private float buzztimer;
|
||||
private IEnumerator DoBuzz()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
while (buzztimer < 1)
|
||||
{
|
||||
buzztimer += Time.deltaTime * buggy.mvol * 70;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
buzztimer = 0;
|
||||
if (interactable.attachedToHand)
|
||||
{
|
||||
interactable.attachedToHand.TriggerHapticPulse((ushort)Mathf.RoundToInt(300 * Mathf.Lerp(1.0f, 0.6f, buggy.mvol)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
using UnityEngine;
|
||||
namespace Valve.VR.InteractionSystem.Sample { public class BuggyController : MonoBehaviour {} }
|
||||
#endif
|
||||
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||||
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
Binary file not shown.
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|
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fileFormatVersion: 2
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3300000: //RootNode
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4300000: Circle
|
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materials:
|
||||
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|
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|
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|
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|
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|
||||
motionNodeName:
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animationImportErrors:
|
||||
animationImportWarnings:
|
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animationRetargetingWarnings:
|
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animationDoRetargetingWarnings: 0
|
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animationCompression: 1
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animationRotationError: 0.5
|
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
|
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extraExposedTransformPaths: []
|
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clipAnimations: []
|
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isReadable: 1
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meshes:
|
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lODScreenPercentages: []
|
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globalScale: 100
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meshCompression: 0
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addColliders: 0
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importBlendShapes: 1
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swapUVChannels: 0
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humanDescription:
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human: []
|
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skeleton: []
|
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armTwist: 0.5
|
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foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
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legTwist: 0.5
|
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armStretch: 0.05
|
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legStretch: 0.05
|
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feetSpacing: 0
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@ -0,0 +1,60 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class LockToPoint : MonoBehaviour
|
||||
{
|
||||
public Transform snapTo;
|
||||
private Rigidbody body;
|
||||
public float snapTime = 2;
|
||||
|
||||
private float dropTimer;
|
||||
private Interactable interactable;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
interactable = GetComponent<Interactable>();
|
||||
body = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
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@ -0,0 +1,83 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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||||
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namespace Valve.VR.InteractionSystem.Sample
|
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{
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||||
public class WheelDust : MonoBehaviour
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{
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private WheelCollider col;
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public ParticleSystem p;
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public float minSlip;
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[HideInInspector]
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public float amt;
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[HideInInspector]
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public Vector3 slip;
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||||
|
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private float emitTimer;
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||||
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private void Start()
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||||
{
|
||||
col = GetComponent<WheelCollider>();
|
||||
StartCoroutine(emitter());
|
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}
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private void Update()
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{
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slip = Vector3.zero;
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if (col.isGrounded)
|
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{
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WheelHit hit;
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col.GetGroundHit(out hit);
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slip += Vector3.right * hit.sidewaysSlip;
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slip += Vector3.forward * -hit.forwardSlip;
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//print(slip);
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}
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amt = slip.magnitude;
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//print(amt);
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}
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private IEnumerator emitter()
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{
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while (true)
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{
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{
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{
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}
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}
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emitTimer = 0;
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DoEmit();
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}
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}
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private void DoEmit()
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{
|
||||
p.transform.rotation = Quaternion.LookRotation(transform.TransformDirection(slip));
|
||||
|
||||
#if UNITY_2017_1_OR_NEWER
|
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ParticleSystem.MainModule mainModule = p.main;
|
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mainModule.startSpeed = velocityMul * amt;
|
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#else
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p.startSpeed = velocityMul * amt;
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#endif
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p.Emit(1);
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@ -0,0 +1,29 @@
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class trackCam : MonoBehaviour
|
||||
{
|
||||
public float speed;
|
||||
|
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public bool negative;
|
||||
|
||||
void Update()
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{
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Vector3 look = Camera.main.transform.position - transform.position;
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if (negative)
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{
|
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}
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if (speed == 0)
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{
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transform.rotation = Quaternion.LookRotation(look);
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}
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else
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{
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transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(look), speed * Time.deltaTime);
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}
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}
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}
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@ -0,0 +1,30 @@
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using UnityEngine;
|
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using System.Collections;
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|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class trackObj : MonoBehaviour
|
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{
|
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public Transform target;
|
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public float speed;
|
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|
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public bool negative;
|
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|
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private void Update()
|
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{
|
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Vector3 look = target.position - transform.position;
|
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if (negative)
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{
|
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look = -look;
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}
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if (speed == 0)
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{
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transform.rotation = Quaternion.LookRotation(look);
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}
|
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else
|
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{
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transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(look), speed * Time.deltaTime);
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}
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}
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}
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9
Assets/SteamVR/InteractionSystem/Samples/Grenade.meta
Normal file
9
Assets/SteamVR/InteractionSystem/Samples/Grenade.meta
Normal file
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37
Assets/SteamVR/InteractionSystem/Samples/Grenade/Grenade.cs
Normal file
37
Assets/SteamVR/InteractionSystem/Samples/Grenade/Grenade.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class Grenade : MonoBehaviour
|
||||
{
|
||||
public GameObject explodePartPrefab;
|
||||
public int explodeCount = 10;
|
||||
|
||||
public float minMagnitudeToExplode = 1f;
|
||||
|
||||
private Interactable interactable;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
interactable = this.GetComponent<Interactable>();
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (interactable != null && interactable.attachedToHand != null) //don't explode in hand
|
||||
return;
|
||||
|
||||
if (collision.impulse.magnitude > minMagnitudeToExplode)
|
||||
{
|
||||
for (int explodeIndex = 0; explodeIndex < explodeCount; explodeIndex++)
|
||||
{
|
||||
GameObject explodePart = (GameObject)GameObject.Instantiate(explodePartPrefab, this.transform.position, this.transform.rotation);
|
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explodePart.GetComponentInChildren<MeshRenderer>().material.SetColor("_TintColor", Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f));
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}
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user