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 Oculus.Interaction.HandGrab;
using UnityEngine;
using UnityEngine.Assertions;
using System.Collections;
namespace Oculus.Interaction
{
public class PressureBreakable : MonoBehaviour, IHandGrabUseDelegate
{
[SerializeField] [Range(0, 1)]
private float _breakThreshold = 0.9f;
[SerializeField]
private GameObject _unbrokenObject = null;
[SerializeField]
private GameObject _brokenObject = null;
[SerializeField]
private Rigidbody[] _brokenBodies = null;
[SerializeField]
private HandGrabInteractable[] _grabInteractables = null;
[Header("Break Effects")]
[SerializeField]
private float _explosionForce = 3;
[SerializeField]
private float _explosionRadius = 0.5f;
[SerializeField]
private float _unbreakDelay = 3;
private float _useStrength = 0;
private bool _isBroken = false;
private Pose[] _brokenBodiesInitialPoses = null;
protected virtual void Awake()
{
// Set initial state
_unbrokenObject.SetActive(!_isBroken);
_brokenObject.SetActive(_isBroken);
}
protected virtual void Start()
{
this.AssertField(_unbrokenObject, nameof(_unbrokenObject));
this.AssertField(_brokenObject, nameof(_brokenObject));
// Setup broken bodies
_brokenBodiesInitialPoses = new Pose[_brokenBodies.Length];
for (int i = 0; i < _brokenBodies.Length; ++i)
{
Rigidbody brokenBody = _brokenBodies[i];
_brokenBodiesInitialPoses[i] = new Pose(brokenBody.transform.localPosition, brokenBody.transform.localRotation);
}
}
protected virtual void Update()
{
if (_useStrength >= _breakThreshold)
{
Break();
}
}
public void BeginUse()
{
}
public void EndUse()
{
_useStrength = 0;
}
public float ComputeUseStrength(float strength)
{
_useStrength = strength;
return _useStrength;
}
private void Break()
{
if (_isBroken)
{
return;
}
// Hide the unbroken object
_isBroken = true;
_unbrokenObject.SetActive(!_isBroken);
// Disable grabbing
foreach (var grabInteractable in _grabInteractables)
{
grabInteractable.Disable();
}
// Show the broken object
_brokenObject.SetActive(_isBroken);
foreach (var breakableBody in _brokenBodies)
{
breakableBody.mass = 1 / (float)_brokenBodies.Length;
breakableBody.AddExplosionForce(_explosionForce, this.transform.position, _explosionRadius);
}
this.StartCoroutine(Unbreak());
}
private IEnumerator Unbreak()
{
if (!_isBroken)
{
yield break;
}
yield return new WaitForSeconds(_unbreakDelay);
// Hide and reset the broken object
_isBroken = false;
_brokenObject.SetActive(_isBroken);
for (int i = 0; i < _brokenBodies.Length; ++i)
{
Rigidbody brokenBody = _brokenBodies[i];
Pose brokenInitialPose = _brokenBodiesInitialPoses[i];
// Reset
brokenBody.velocity = Vector3.zero;
brokenBody.angularVelocity = Vector3.zero;
brokenBody.transform.localPosition = brokenInitialPose.position;
brokenBody.transform.localRotation = brokenInitialPose.rotation;
}
// Enable grabbing
foreach (var grabInteractable in _grabInteractables)
{
grabInteractable.Enable();
}
// Show the unbroken object
_unbrokenObject.SetActive(!_isBroken);
}
}
}

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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.HandGrab;
using UnityEngine;
using UnityEngine.Assertions;
namespace Oculus.Interaction
{
public class PressureSquishable : MonoBehaviour, IHandGrabUseDelegate
{
[SerializeField]
private GameObject _squishableObject;
[SerializeField] [Range(0.01f, 1)]
private float _maxSquish = 0.25f;
[SerializeField] [Range(0.01f, 1)]
private float _maxStretch = 0.15f;
protected bool _started;
private Vector3 _initialScale;
protected virtual void Start()
{
this.AssertField(_squishableObject, nameof(_squishableObject));
_initialScale = _squishableObject.transform.localScale;
}
public void BeginUse()
{
}
public void EndUse()
{
_squishableObject.transform.localScale = _initialScale;
}
public float ComputeUseStrength(float strength)
{
float squishAmount = Mathf.Lerp(1, 1 - _maxSquish, strength);
float stretchAmount = Mathf.Lerp(1, 1 + _maxStretch, strength);
// Perform a cheap axis squish and stretch effect
_squishableObject.transform.localScale = new Vector3(_initialScale.x * stretchAmount, _initialScale.y * squishAmount, _initialScale.z * stretchAmount);
return strength;
}
}
}

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