restructure

This commit is contained in:
tom.hempel
2025-09-30 18:03:19 +02:00
parent 69b0c79692
commit 78e5dcd53e
4821 changed files with 762 additions and 417 deletions

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using UnityEngine;
/// <summary>
/// Manages the UI element's position and rotation in a XR environment
/// so that it maintains a fixed position relative to the player camera.
/// </summary>
public class XRFixedUIPositionHandler : MonoBehaviour
{
// Offset from the camera's position
[SerializeField] private Vector3 _offset;
// Speed of the interpolation for smooth movement
[SerializeField] private float lerpSpeed;
// Whether the UI is allowed to move along the X axis
[SerializeField] private bool allowXMovement = true;
// Whether the UI is allowed to move along the Y axis
[SerializeField] private bool allowYMovement = true;
// Whether the UI is allowed to move along the Z axis
[SerializeField] private bool allowZMovement = true;
// Reference to the main camera
private Camera playerCamera;
/// <summary>
/// Initializes the reference to the main camera.
/// </summary>
private void Awake()
{
playerCamera = Camera.main;
}
/// <summary>
/// Updates the UI's position and rotation each frame.
/// </summary>
private void LateUpdate()
{
UpdateUIPosition();
}
/// <summary>
/// Calculates the target position for the UI element and smoothly moves it to that position.
/// </summary>
private void UpdateUIPosition()
{
Vector3 targetPosition = CalculateTargetPosition();
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * lerpSpeed);
UpdateUIRotation();
}
/// <summary>
/// Calculates the target position of the UI element relative to the player's camera.
/// </summary>
/// <returns>The calculated target position.</returns>
private Vector3 CalculateTargetPosition()
{
Vector3 targetOffset = CalculateTargetOffset();
Vector3 targetPosition = playerCamera.transform.position + targetOffset;
// Apply fixed offsets if movement is not allowed
if (!allowXMovement) targetPosition.x = _offset.x;
if (!allowYMovement) targetPosition.y = _offset.y;
if (!allowZMovement) targetPosition.z = _offset.z;
return targetPosition;
}
/// <summary>
/// Calculates the offset vector based on the allowed movement directions.
/// </summary>
/// <returns>The calculated offset vector.</returns>
private Vector3 CalculateTargetOffset()
{
Vector3 targetOffset = Vector3.zero;
if (allowXMovement)
targetOffset += _offset.x * playerCamera.transform.right;
if (allowYMovement)
targetOffset += _offset.y * playerCamera.transform.up;
if (allowZMovement)
targetOffset += _offset.z * playerCamera.transform.forward;
return targetOffset;
}
/// <summary>
/// Updates the rotation of the UI element to face the camera.
/// </summary>
private void UpdateUIRotation()
{
Vector3 direction = transform.position - playerCamera.transform.position;
transform.rotation = Quaternion.LookRotation(direction);
}
}

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using Convai.Scripts.Runtime.Core;
using UnityEngine;
/// <summary>
/// Handles the UI transformation for XR interactions, adjusting the UI position based on the player's camera distance from an NPC.
/// </summary>
public class XRNPCUIPositionHandler : MonoBehaviour
{
// Speed at which the UI lerps to its new position.
[SerializeField] private float _lerpSpeed;
// Offset from the NPC position.
[SerializeField] private Vector3 _offset;
// Distance threshold for switching offsets.
[SerializeField] private float _cameraDistanceThreshold;
// Reference to the main camera in the scene.
private Camera _playerCamera;
// Reference to the currently active NPC.
private ConvaiNPC _currentNPC;
/// <summary>
/// Subscribes to the active NPC change event when the script is enabled.
/// </summary>
private void OnEnable()
{
if (ConvaiNPCManager.Instance != null)
{
ConvaiNPCManager.Instance.OnActiveNPCChanged += OnActiveNPCChanged;
_currentNPC = ConvaiNPCManager.Instance.activeConvaiNPC;
}
}
/// <summary>
/// Unsubscribes from the active NPC change event when the script is disabled.
/// </summary>
private void OnDisable()
{
if (ConvaiNPCManager.Instance != null)
{
ConvaiNPCManager.Instance.OnActiveNPCChanged -= OnActiveNPCChanged;
}
}
/// <summary>
/// Gets the main camera reference.
/// </summary>
private void Start()
{
_playerCamera = Camera.main;
}
/// <summary>
/// Updates the current NPC and sets the UI position when the active NPC changes.
/// </summary>
/// <param name="newNPC">The new active NPC.</param>
private void OnActiveNPCChanged(ConvaiNPC newNPC)
{
_currentNPC = newNPC;
if (_currentNPC != null && _playerCamera != null)
{
SetUIPosition();
}
}
/// <summary>
/// Updates the UI position and rotation to face the camera in each frame.
/// </summary>
private void LateUpdate()
{
if (_currentNPC != null)
{
UpdateUIPosition();
FaceCamera();
}
}
/// <summary>
/// Sets the UI position based on the distance from the player camera to the NPC.
/// </summary>
private void SetUIPosition()
{
Transform npcTransform = _currentNPC.transform;
Vector3 targetPosition = CalculateTargetPosition(npcTransform);
transform.position = targetPosition;
}
/// <summary>
/// Smoothly updates the UI position using linear interpolation (Lerp).
/// </summary>
private void UpdateUIPosition()
{
Transform npcTransform = _currentNPC.transform;
Vector3 targetPosition = CalculateTargetPosition(npcTransform);
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * _lerpSpeed);
}
/// <summary>
/// Calculates the target position of the UI based on the NPC's position and the distance to the player camera.
/// </summary>
/// <param name="npcTransform">The transform of the NPC.</param>
/// <returns>The target position for the UI.</returns>
private Vector3 CalculateTargetPosition(Transform npcTransform)
{
Vector3 leftOffset = new Vector3(-_offset.x, _offset.y, _offset.z);
Vector3 rightOffset = new Vector3(_offset.x, _offset.y, _offset.z);
Vector3 leftOffsetPosition = npcTransform.position + npcTransform.TransformDirection(leftOffset);
Vector3 rightOffsetPosition = npcTransform.position + npcTransform.TransformDirection(rightOffset);
float distanceToLeftOffset = Vector3.Distance(leftOffsetPosition, _playerCamera.transform.position);
float distanceToRightOffset = Vector3.Distance(rightOffsetPosition, _playerCamera.transform.position);
Vector3 dynamicOffset = DetermineDynamicOffset(distanceToLeftOffset, distanceToRightOffset);
return npcTransform.position + npcTransform.TransformDirection(dynamicOffset);
}
/// <summary>
/// Determines the appropriate dynamic offset based on the distances from the camera to the left and right offsets.
/// </summary>
/// <param name="distanceToLeftOffset">Distance to the left offset position.</param>
/// <param name="distanceToRightOffset">Distance to the right offset position.</param>
/// <returns>The chosen offset vector.</returns>
private Vector3 DetermineDynamicOffset(float distanceToLeftOffset, float distanceToRightOffset)
{
Vector3 leftOffset = new Vector3(-_offset.x, _offset.y, _offset.z);
Vector3 rightOffset = new Vector3(_offset.x, _offset.y, _offset.z);
float threshold = 0.5f;
if (distanceToLeftOffset < _cameraDistanceThreshold && distanceToRightOffset < _cameraDistanceThreshold)
{
float difference = Mathf.Abs(distanceToLeftOffset - distanceToRightOffset);
return difference > threshold
? (distanceToLeftOffset > distanceToRightOffset ? leftOffset : rightOffset)
: leftOffset;
}
else
{
return distanceToLeftOffset >= _cameraDistanceThreshold ? leftOffset : rightOffset;
}
}
/// <summary>
/// Makes the UI face the camera.
/// </summary>
private void FaceCamera()
{
Vector3 direction = transform.position - _playerCamera.transform.position;
transform.rotation = Quaternion.LookRotation(direction);
}
}

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