151 lines
5.4 KiB
C#
151 lines
5.4 KiB
C#
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);
|
|
}
|
|
} |