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Assets/SteamVR/InteractionSystem/Samples/JoeJeff/JoeJeff.cs
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using UnityEngine;
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using System.Collections;
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using Valve.VR.InteractionSystem;
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namespace Valve.VR.InteractionSystem.Sample
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{
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public class JoeJeff : MonoBehaviour
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{
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public float animationSpeed;
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public float jumpVelocity;
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[SerializeField]
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private float m_MovingTurnSpeed = 360;
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[SerializeField]
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private float m_StationaryTurnSpeed = 180;
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public float airControl;
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[Tooltip("The time it takes after landing a jump to slow down")]
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public float frictionTime = 0.2f;
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[SerializeField]
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private float footHeight = 0.1f;
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[SerializeField]
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private float footRadius = 0.03f;
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private RaycastHit footHit;
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private bool isGrounded;
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private float turnAmount;
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private float forwardAmount;
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private float groundedTime;
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private Animator animator;
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private Vector3 input;
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private bool held;
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private new Rigidbody rigidbody;
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private Interactable interactable;
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public FireSource fire;
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private void Start()
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{
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animator = GetComponent<Animator>();
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rigidbody = GetComponent<Rigidbody>();
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interactable = GetComponent<Interactable>();
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animator.speed = animationSpeed;
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}
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private void Update()
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{
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held = interactable.attachedToHand != null;
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jumpTimer -= Time.deltaTime;
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CheckGrounded();
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rigidbody.freezeRotation = !held;
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if (held == false)
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FixRotation();
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}
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private void FixRotation()
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||||
{
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||||
Vector3 eulers = transform.eulerAngles;
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eulers.x = 0;
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||||
eulers.z = 0;
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||||
Quaternion targetRotation = Quaternion.Euler(eulers);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * (isGrounded ? 20 : 3));
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}
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||||
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public void OnAnimatorMove()
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||||
{
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||||
// we implement this function to override the default root motion.
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||||
// this allows us to modify the positional speed before it's applied.
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||||
if (Time.deltaTime > 0)
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{
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Vector3 animationDelta = (animator.deltaPosition) / Time.deltaTime;
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animationDelta = Vector3.ProjectOnPlane(animationDelta, footHit.normal);
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if (isGrounded && jumpTimer < 0)
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{
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||||
if (groundedTime < frictionTime) //slow down when first hitting the floor after a jump
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||||
{
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float moveFac = Mathf.InverseLerp(0, frictionTime, groundedTime);
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//print(moveFac);
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Vector3 lerpV = Vector3.Lerp(rigidbody.velocity, animationDelta, moveFac * Time.deltaTime * 30);
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||||
animationDelta.x = lerpV.x;
|
||||
animationDelta.z = lerpV.z;
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}
|
||||
|
||||
// adding a little downward force to keep him on the floor
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||||
animationDelta.y += -0.2f;// rb.velocity.y;
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||||
rigidbody.velocity = animationDelta;
|
||||
}
|
||||
else
|
||||
{
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||||
rigidbody.velocity += input * Time.deltaTime * airControl;
|
||||
}
|
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}
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||||
}
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||||
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||||
public void Move(Vector3 move, bool jump)
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||||
{
|
||||
input = move;
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||||
if (move.magnitude > 1f)
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||||
move.Normalize();
|
||||
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||||
move = transform.InverseTransformDirection(move);
|
||||
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||||
turnAmount = Mathf.Atan2(move.x, move.z);
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||||
forwardAmount = move.z;
|
||||
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||||
ApplyExtraTurnRotation();
|
||||
|
||||
// control and velocity handling is different when grounded and airborne:
|
||||
if (isGrounded)
|
||||
{
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||||
HandleGroundedMovement(jump);
|
||||
}
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||||
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||||
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||||
// send input and other state parameters to the animator
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||||
UpdateAnimator(move);
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||||
}
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||||
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||||
private void UpdateAnimator(Vector3 move)
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||||
{
|
||||
animator.speed = fire.isBurning ? animationSpeed * 2 : animationSpeed;
|
||||
// update the animator parameters
|
||||
animator.SetFloat("Forward", fire.isBurning ? 2 : forwardAmount, 0.1f, Time.deltaTime);
|
||||
animator.SetFloat("Turn", turnAmount, 0.1f, Time.deltaTime);
|
||||
animator.SetBool("OnGround", isGrounded);
|
||||
animator.SetBool("Holding", held);
|
||||
|
||||
if (!isGrounded)
|
||||
{
|
||||
animator.SetFloat("FallSpeed", Mathf.Abs(rigidbody.velocity.y));
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||||
animator.SetFloat("Jump", rigidbody.velocity.y);
|
||||
}
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||||
}
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||||
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||||
private void ApplyExtraTurnRotation()
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||||
{
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||||
// help the character turn faster (this is in addition to root rotation in the animation)
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||||
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, forwardAmount);
|
||||
transform.Rotate(0, turnAmount * turnSpeed * Time.deltaTime, 0);
|
||||
}
|
||||
|
||||
private void CheckGrounded()
|
||||
{
|
||||
isGrounded = false;
|
||||
if (jumpTimer < 0 & !held) // make sure we didn't just jump
|
||||
{
|
||||
isGrounded = (Physics.SphereCast(new Ray(transform.position + Vector3.up * footHeight, Vector3.down), footRadius, out footHit, footHeight - footRadius));
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||||
if (Vector2.Distance(new Vector2(transform.position.x, transform.position.z), new Vector2(footHit.point.x, footHit.point.z)) > footRadius / 2)
|
||||
{
|
||||
isGrounded = false;
|
||||
//on slope, hit point is on edge of sphere cast
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
groundedTime += Time.fixedDeltaTime;
|
||||
if (!isGrounded) groundedTime = 0; // reset timer
|
||||
|
||||
if (isGrounded & !held)
|
||||
{
|
||||
Debug.DrawLine(transform.position, footHit.point);
|
||||
|
||||
rigidbody.position = new Vector3(rigidbody.position.x, footHit.point.y, rigidbody.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void HandleGroundedMovement(bool jump)
|
||||
{
|
||||
// check whether conditions are right to allow a jump:
|
||||
if (jump && isGrounded)
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
}
|
||||
|
||||
private float jumpTimer;
|
||||
public void Jump()
|
||||
{
|
||||
isGrounded = false;
|
||||
jumpTimer = 0.1f;
|
||||
animator.applyRootMotion = false;
|
||||
rigidbody.position += Vector3.up * 0.03f;
|
||||
Vector3 velocity = rigidbody.velocity;
|
||||
velocity.y = jumpVelocity;
|
||||
rigidbody.velocity = velocity;
|
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}
|
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}
|
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}
|
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@ -0,0 +1,60 @@
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using UnityEngine;
|
||||
using System.Collections;
|
||||
using Valve.VR;
|
||||
using Valve.VR.InteractionSystem;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class JoeJeffController : MonoBehaviour
|
||||
{
|
||||
public Transform Joystick;
|
||||
public float joyMove = 0.1f;
|
||||
|
||||
public SteamVR_Action_Vector2 moveAction = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("platformer", "Move");
|
||||
public SteamVR_Action_Boolean jumpAction = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("platformer", "Jump");
|
||||
|
||||
public JoeJeff character;
|
||||
|
||||
public Renderer jumpHighlight;
|
||||
|
||||
private Vector3 movement;
|
||||
private bool jump;
|
||||
private float glow;
|
||||
private SteamVR_Input_Sources hand;
|
||||
private Interactable interactable;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
interactable = GetComponent<Interactable>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (interactable.attachedToHand)
|
||||
{
|
||||
hand = interactable.attachedToHand.handType;
|
||||
Vector2 m = moveAction[hand].axis;
|
||||
movement = new Vector3(m.x, 0, m.y);
|
||||
|
||||
jump = jumpAction[hand].stateDown;
|
||||
glow = Mathf.Lerp(glow, jumpAction[hand].state ? 1.5f : 1.0f, Time.deltaTime * 20);
|
||||
}
|
||||
else
|
||||
{
|
||||
movement = Vector2.zero;
|
||||
jump = false;
|
||||
glow = 0;
|
||||
}
|
||||
|
||||
Joystick.localPosition = movement * joyMove;
|
||||
|
||||
float rot = transform.eulerAngles.y;
|
||||
|
||||
movement = Quaternion.AngleAxis(rot, Vector3.up) * movement;
|
||||
|
||||
jumpHighlight.sharedMaterial.SetColor("_EmissionColor", Color.white * glow);
|
||||
|
||||
character.Move(movement * 2, jump);
|
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}
|
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}
|
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
|
||||
using System.Text;
|
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|
||||
using UnityEngine;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
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public class JoeJeffGestures : MonoBehaviour
|
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{
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private const float openFingerAmount = 0.1f;
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private const float closedFingerAmount = 0.9f;
|
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private const float closedThumbAmount = 0.4f;
|
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|
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private JoeJeff joeJeff;
|
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|
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private void Awake()
|
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{
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joeJeff = this.GetComponent<JoeJeff>();
|
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}
|
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private void Update()
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{
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if (Player.instance == null)
|
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return;
|
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|
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Transform cam = Camera.main.transform;
|
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bool lookingAt = (Vector3.Angle(cam.forward, transform.position - cam.position) < 90);
|
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if (lookingAt == false)
|
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return;
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for (int handIndex = 0; handIndex < Player.instance.hands.Length; handIndex++)
|
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{
|
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if (Player.instance.hands[handIndex] != null)
|
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{
|
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SteamVR_Behaviour_Skeleton skeleton = Player.instance.hands[handIndex].skeleton;
|
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if (skeleton != null)
|
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{
|
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//Debug.LogFormat("{0:0.00}, {1:0.00}, {2:0.00}, {3:0.00}, {4:0.00}", skeleton.thumbCurl, skeleton.indexCurl, skeleton.middleCurl, skeleton.ringCurl, skeleton.pinkyCurl);
|
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|
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if ((skeleton.indexCurl <= openFingerAmount && skeleton.middleCurl <= openFingerAmount) &&
|
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(skeleton.thumbCurl >= closedThumbAmount && skeleton.ringCurl >= closedFingerAmount && skeleton.pinkyCurl >= closedFingerAmount))
|
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{
|
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PeaceSignRecognized(true);
|
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}
|
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else
|
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{
|
||||
PeaceSignRecognized(false);
|
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}
|
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}
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}
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}
|
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}
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|
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private bool lastPeaceSignState = false;
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private void PeaceSignRecognized(bool currentPeaceSignState)
|
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{
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if (lastPeaceSignState == false && currentPeaceSignState == true)
|
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{
|
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joeJeff.Jump();
|
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}
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using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Valve.VR.InteractionSystem.Sample
|
||||
{
|
||||
public class ProceduralHats : MonoBehaviour
|
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{
|
||||
public GameObject[] hats;
|
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public float hatSwitchTime;
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private void Start()
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{
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SwitchToHat(0);
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}
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private void OnEnable()
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{
|
||||
StartCoroutine(HatSwitcher());
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}
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private IEnumerator HatSwitcher()
|
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{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(hatSwitchTime);
|
||||
//delay before trying to switch
|
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|
||||
Transform cam = Camera.main.transform;
|
||||
while (Vector3.Angle(cam.forward, transform.position - cam.position) < 90)
|
||||
{
|
||||
//wait for player to look away
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
|
||||
ChooseHat();
|
||||
}
|
||||
}
|
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private void ChooseHat()
|
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{
|
||||
SwitchToHat(Random.Range(0, hats.Length));
|
||||
}
|
||||
|
||||
private void SwitchToHat(int hat)
|
||||
{
|
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for (int hatIndex = 0; hatIndex < hats.Length; hatIndex++)
|
||||
{
|
||||
hats[hatIndex].SetActive(hat == hatIndex);
|
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}
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Reference in New Issue
Block a user