Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction.Locomotion
{
[RequireComponent(typeof(AudioSource))]
public class AdjustableAudio : MonoBehaviour
{
[SerializeField]
private AudioSource _audioSource = null;
[SerializeField]
private AudioClip _audioClip = null;
public AudioClip AudioClip
{
get
{
return _audioClip;
}
set
{
_audioClip = value;
}
}
[SerializeField, Range(0f,1f)]
private float _volumeFactor = 1f;
public float VolumeFactor
{
get
{
return _volumeFactor;
}
set
{
_volumeFactor = value;
}
}
[SerializeField]
private AnimationCurve _volumeCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
public AnimationCurve VolumeCurve
{
get
{
return _volumeCurve;
}
set
{
_volumeCurve = value;
}
}
[SerializeField]
private AnimationCurve _pitchCurve = AnimationCurve.Linear(0f, 0.5f, 1f, 1.5f);
public AnimationCurve PitchCurve
{
get
{
return _pitchCurve;
}
set
{
_pitchCurve = value;
}
}
protected bool _started;
#region Editor events
protected virtual void Reset()
{
_audioSource = gameObject.GetComponent<AudioSource>();
_audioClip = _audioSource.clip;
}
#endregion
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(_audioSource, nameof(_audioSource));
this.EndStart(ref _started);
}
public void PlayAudio(float volumeT, float pitchT, float pan = 0f)
{
if (!_audioSource.isActiveAndEnabled)
{
return;
}
_audioSource.volume = _volumeCurve.Evaluate(volumeT) * VolumeFactor;
_audioSource.pitch = _pitchCurve.Evaluate(pitchT);
_audioSource.panStereo = pan;
_audioSource.PlayOneShot(_audioClip);
}
#region Inject
public void InjectAllAdjustableAudio(AudioSource audioSource)
{
InjectAudioSource(audioSource);
}
public void InjectAudioSource(AudioSource audioSource)
{
_audioSource = audioSource;
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEngine.Events;
namespace Oculus.Interaction.Samples
{
public class LocomotionTutorialAnimationUnityEventWrapper : MonoBehaviour
{
public UnityEvent WhenEnableTeleportRay;
public UnityEvent WhenDisableTeleportRay;
public UnityEvent WhenEnableTurningRing;
public UnityEvent WhenDisableTurningRing;
public void EnableTeleportRay()
{
WhenEnableTeleportRay.Invoke();
}
public void DisableTeleportRay()
{
WhenDisableTeleportRay.Invoke();
}
public void EnableTurningRing()
{
WhenEnableTurningRing.Invoke();
}
public void DisableTurningRing()
{
WhenDisableTurningRing.Invoke();
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Locomotion;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
namespace Oculus.Interaction.Samples
{
public class LocomotionTutorialProgressTracker : MonoBehaviour
{
[SerializeField]
private Image[] _dots;
[SerializeField]
private Sprite _pendingSprite;
[SerializeField]
private Sprite _currentSprite;
[SerializeField]
private Sprite _completedSprite;
[SerializeField]
private List<LocomotionEvent.TranslationType> _consumeTranslationEvents = new List<LocomotionEvent.TranslationType>();
[SerializeField]
private List<LocomotionEvent.RotationType> _consumeRotationEvents = new List<LocomotionEvent.RotationType>();
[SerializeField, Interface(typeof(ILocomotionEventHandler))]
private UnityEngine.Object _locomotionHandler;
private ILocomotionEventHandler LocomotionHandler;
public UnityEvent WhenCompleted;
protected bool _started;
private int _currentProgress = 0;
private int _totalProgress = 0;
protected virtual void Awake()
{
LocomotionHandler = _locomotionHandler as ILocomotionEventHandler;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertCollectionField(_dots, nameof(_dots));
this.AssertCollectionItems(_consumeTranslationEvents, nameof(_consumeTranslationEvents));
this.AssertCollectionItems(_consumeRotationEvents, nameof(_consumeRotationEvents));
this.AssertField(_pendingSprite, nameof(_pendingSprite));
this.AssertField(_currentSprite, nameof(_currentSprite));
this.AssertField(_completedSprite, nameof(_completedSprite));
this.AssertField(LocomotionHandler, nameof(LocomotionHandler));
_totalProgress = _dots.Length;
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
LocomotionHandler.WhenLocomotionEventHandled += LocomotionEventHandled;
ResetProgress();
}
}
protected virtual void OnDisable()
{
if (_started)
{
LocomotionHandler.WhenLocomotionEventHandled -= LocomotionEventHandled;
}
}
private void LocomotionEventHandled(LocomotionEvent arg1, Pose arg2)
{
if (_consumeRotationEvents.Contains(arg1.Rotation)
|| _consumeTranslationEvents.Contains(arg1.Translation))
{
Progress();
}
}
private void Progress()
{
_currentProgress++;
if (_currentProgress <= _totalProgress)
{
_dots[_currentProgress - 1].sprite = _completedSprite;
}
if (_currentProgress < _totalProgress)
{
_dots[_currentProgress].sprite = _currentSprite;
}
if (_currentProgress >= _totalProgress)
{
WhenCompleted.Invoke();
}
}
private void ResetProgress()
{
_currentProgress = 0;
for (int i = 0; i < _dots.Length; i++)
{
_dots[i].sprite = i == 0 ? _currentSprite : _pendingSprite;
}
}
#region Inject
public void InjectAllLocomotionTutorialProgressTracker(Image[] dots,
Sprite pendingSprite, Sprite currentSprite, Sprite completedSprite,
List<LocomotionEvent.TranslationType> consumeTranslationEvents,
List<LocomotionEvent.RotationType> consumeRotationEvents,
ILocomotionEventHandler locomotionHandler)
{
InjectDots(dots);
InjectPendingSprite(pendingSprite);
InjectCurrentSprite(currentSprite);
InjectCompletedSprite(completedSprite);
InjectConsumeTranslationEvents(consumeTranslationEvents);
InjectConsumeRotationEvents(consumeRotationEvents);
InjectLocomotionHandler(locomotionHandler);
}
public void InjectDots(Image[] dots)
{
_dots = dots;
}
public void InjectPendingSprite(Sprite pendingSprite)
{
_pendingSprite = pendingSprite;
}
public void InjectCurrentSprite(Sprite currentSprite)
{
_currentSprite = currentSprite;
}
public void InjectCompletedSprite(Sprite completedSprite)
{
_completedSprite = completedSprite;
}
public void InjectConsumeTranslationEvents(List<LocomotionEvent.TranslationType> consumeTranslationEvents)
{
_consumeTranslationEvents = consumeTranslationEvents;
}
public void InjectConsumeRotationEvents(List<LocomotionEvent.RotationType> consumeRotationEvents)
{
_consumeRotationEvents = consumeRotationEvents;
}
public void InjectLocomotionHandler(ILocomotionEventHandler locomotionHandler)
{
_locomotionHandler = locomotionHandler as UnityEngine.Object;
LocomotionHandler = locomotionHandler;
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction.Samples
{
public class LocomotionTutorialTurnVisual : MonoBehaviour
{
[SerializeField, Range(-1f, 1f)]
private float _value;
[SerializeField, Range(0f, 1f)]
private float _progress;
[Header("Visual renderers")]
[SerializeField]
private Renderer _leftArrow;
[SerializeField]
private Renderer _rightArrow;
[SerializeField]
private TubeRenderer _leftTrail;
[SerializeField]
private TubeRenderer _rightTrail;
[SerializeField]
private MaterialPropertyBlockEditor _leftMaterialBlock;
[SerializeField]
private MaterialPropertyBlockEditor _rightMaterialBlock;
[Header("Visual parameters")]
[SerializeField]
private float _verticalOffset = 0.02f;
public float VerticalOffset
{
get => _verticalOffset;
set => _verticalOffset = value;
}
[SerializeField]
private float _radius = 0.07f;
[SerializeField]
private float _margin = 2f;
[SerializeField]
private float _trailLength = 15f;
[SerializeField]
private float _maxAngle = 45f;
[SerializeField]
private float _railGap = 0.005f;
[SerializeField]
private float _squeezeLength = 5f;
[SerializeField]
private Color _disabledColor = new Color(1f, 1f, 1f, 0.2f);
public Color DisabledColor
{
get => _disabledColor;
set => _disabledColor = value;
}
[SerializeField]
private Color _enabledColor = new Color(1f, 1f, 1f, 0.6f);
public Color EnabledColor
{
get => _enabledColor;
set => _enabledColor = value;
}
[SerializeField]
private Color _highligtedColor = new Color(1f, 1f, 1f, 1f);
public Color HighligtedColor
{
get => _highligtedColor;
set => _highligtedColor = value;
}
private const float _degreesPerSegment = 1f;
private static readonly Quaternion _rotationCorrectionLeft = Quaternion.Euler(0f, -90f, 0f);
private static readonly int _colorShaderPropertyID = Shader.PropertyToID("_Color");
protected bool _started;
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(_leftTrail, nameof(_leftTrail));
this.AssertField(_rightTrail, nameof(_rightTrail));
this.AssertField(_leftArrow, nameof(_leftArrow));
this.AssertField(_rightArrow, nameof(_rightArrow));
this.AssertField(_leftMaterialBlock, nameof(_leftMaterialBlock));
this.AssertField(_rightMaterialBlock, nameof(_rightMaterialBlock));
InitializeVisuals();
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
_leftTrail.enabled = true;
_rightTrail.enabled = true;
_leftArrow.enabled = true;
_rightArrow.enabled = true;
}
protected virtual void OnDisable()
{
_leftTrail.enabled = false;
_rightTrail.enabled = false;
_leftArrow.enabled = false;
_rightArrow.enabled = false;
}
protected virtual void Update()
{
UpdateArrows();
UpdateColors();
}
private void InitializeVisuals()
{
TubePoint[] trailPoints = InitializeSegment(new Vector2(_margin, _maxAngle + _squeezeLength));
_leftTrail.RenderTube(trailPoints, Space.Self);
_rightTrail.RenderTube(trailPoints, Space.Self);
}
private void UpdateArrows()
{
float value = _value;
float angle = Mathf.Lerp(0f, _maxAngle, Mathf.Abs(value));
bool isLeft = value < 0;
bool isRight = value > 0;
bool follow = false;
float squeeze = Mathf.Lerp(0f, _squeezeLength, _progress);
angle = Mathf.Max(angle, _trailLength);
UpdateArrowPosition(isRight ? angle + squeeze : _trailLength, _rightArrow.transform);
RotateTrail(follow && isRight ? angle - _trailLength : 0f, _rightTrail);
UpdateTrail(isRight ? (follow ? _trailLength : angle) + squeeze : _trailLength, _rightTrail);
UpdateArrowPosition(isLeft ? -angle - squeeze : -_trailLength, _leftArrow.transform);
RotateTrail(follow && isLeft ? -angle + _trailLength : 0f, _leftTrail);
UpdateTrail(isLeft ? (follow ? _trailLength : angle) + squeeze : _trailLength, _leftTrail);
}
private void UpdateArrowPosition(float angle, Transform arrow)
{
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.up);
arrow.localPosition = rotation * Vector3.forward * _radius;
arrow.localRotation = rotation * _rotationCorrectionLeft;
}
private void RotateTrail(float angle, TubeRenderer trail)
{
trail.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.up);
}
private void UpdateTrail(float angle, TubeRenderer trail)
{
float max = _maxAngle + _squeezeLength;
float segmentLenght = trail.TotalLength;
float start = -100;
float end = (max - angle - _margin) / max;
trail.StartFadeThresold = segmentLenght * start;
trail.EndFadeThresold = segmentLenght * end;
trail.InvertThreshold = false;
trail.RedrawFadeThresholds();
}
private void UpdateColors()
{
bool isSelection = Mathf.Abs(_progress) >= 1f;
bool isLeft = _value < 0;
bool isRight = _value > 0;
Color activeColor = isSelection? _highligtedColor : _enabledColor;
_leftMaterialBlock.MaterialPropertyBlock.SetColor(_colorShaderPropertyID, isLeft ? activeColor : _disabledColor);
_rightMaterialBlock.MaterialPropertyBlock.SetColor(_colorShaderPropertyID, isRight ? activeColor : _disabledColor);
_leftMaterialBlock.UpdateMaterialPropertyBlock();
_rightMaterialBlock.UpdateMaterialPropertyBlock();
}
private TubePoint[] InitializeSegment(Vector2 minMax)
{
float lowLimit = minMax.x;
float upLimit = minMax.y;
int segments = Mathf.RoundToInt(Mathf.Repeat(upLimit - lowLimit, 360f) / _degreesPerSegment);
TubePoint[] tubePoints = new TubePoint[segments];
float segmentLenght = 1f / segments;
for (int i = 0; i < segments; i++)
{
Quaternion rotation = Quaternion.AngleAxis(-i * _degreesPerSegment - lowLimit, Vector3.up);
tubePoints[i] = new TubePoint()
{
position = rotation * Vector3.forward * _radius,
rotation = rotation * _rotationCorrectionLeft,
relativeLength = i * segmentLenght
};
}
return tubePoints;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
namespace Oculus.Interaction.Locomotion
{
public class LocomotorSound : MonoBehaviour
{
[SerializeField]
private PlayerLocomotor _locomotor;
[SerializeField]
private AdjustableAudio _translationSound;
[SerializeField]
private AdjustableAudio _translationDeniedSound;
[SerializeField]
private AdjustableAudio _snapTurnSound;
[SerializeField]
private AnimationCurve _translationCurve = AnimationCurve.EaseInOut(0f, 0f, 2f, 1f);
[SerializeField]
private AnimationCurve _rotationCurve = AnimationCurve.EaseInOut(0f, 0f, 180f, 1f);
[SerializeField]
private float _pitchVariance = 0.05f;
protected bool _started;
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(_locomotor, nameof(_locomotor));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
_locomotor.WhenLocomotionEventHandled += HandleLocomotionEvent;
}
}
protected virtual void OnDisable()
{
if (_started)
{
_locomotor.WhenLocomotionEventHandled -= HandleLocomotionEvent;
}
}
private void HandleLocomotionEvent(LocomotionEvent locomotionEvent, Pose delta)
{
if (locomotionEvent.Translation > LocomotionEvent.TranslationType.Velocity)
{
PlayTranslationSound(delta.position.magnitude);
}
if (locomotionEvent.Rotation > LocomotionEvent.RotationType.Velocity)
{
PlayRotationSound(delta.rotation.y * delta.rotation.w);
}
if (locomotionEvent.Translation == LocomotionEvent.TranslationType.None
&& locomotionEvent.Rotation == LocomotionEvent.RotationType.None)
{
PlayDenialSound(delta.position.magnitude);
}
}
private void PlayTranslationSound(float translationDistance)
{
float t = _translationCurve.Evaluate(translationDistance);
float pitch = t + Random.Range(-_pitchVariance, _pitchVariance);
_translationSound.PlayAudio(t, pitch);
}
private void PlayDenialSound(float translationDistance)
{
float t = _translationCurve.Evaluate(translationDistance);
float pitch = t + Random.Range(-_pitchVariance, _pitchVariance);
_translationDeniedSound.PlayAudio(t, pitch);
}
private void PlayRotationSound(float rotationLength)
{
float t = _rotationCurve.Evaluate(Mathf.Abs(rotationLength));
float pitch = t + Random.Range(-_pitchVariance, _pitchVariance);
_snapTurnSound.PlayAudio(t, pitch, rotationLength);
}
#region Inject
public void InjectAllLocomotorSound(PlayerLocomotor locomotor)
{
InjectPlayerLocomotor(locomotor);
}
public void InjectPlayerLocomotor(PlayerLocomotor locomotor)
{
_locomotor = locomotor;
}
#endregion
}
}

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