using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BNG {
public class HeadCollisionFade : MonoBehaviour {
ScreenFader fader;
public float FadeDistance = 0.1f;
public float FadeOutDistance = 0.045f;
///
/// Where to start the fade from
///
public float MinFade = 0.5f;
public float MaxFade = 0.95f;
public float FadeSpeed = 1f;
[Tooltip("Only fade the screen if the HMD is registering as Active")]
public bool CheckOnlyIfHMDActive = false;
public bool IgnoreHeldGrabbables = true;
public Transform DistanceTransform;
public int cols = 0;
private float currentFade = 0;
private float lastFade = 0;
public List collisions;
void Start() {
if(Camera.main) {
fader = Camera.main.transform.GetComponent();
}
}
void LateUpdate() {
bool headColliding = false;
// Check for Head Collisions if hmd equipped
if (CheckOnlyIfHMDActive == false || InputBridge.Instance.HMDActive) {
for (int x = 0; x < collisions.Count; x++) {
if (collisions[x] != null && collisions[x].enabled) {
headColliding = true;
break;
}
}
}
if (headColliding) {
FadeDistance = Vector3.Distance(transform.position, DistanceTransform.position);
}
else {
FadeDistance = 0;
}
if (fader) {
// Too far away, fade to black
if (FadeDistance > FadeOutDistance) {
currentFade += Time.deltaTime * FadeSpeed;
if (headColliding && currentFade < MinFade) {
currentFade = MinFade;
}
if (currentFade > MaxFade) {
currentFade = MaxFade;
}
// Only update fade if value has changed
if(currentFade != lastFade) {
fader.SetFadeLevel(currentFade);
lastFade = currentFade;
}
}
// Fade back
else {
currentFade -= Time.deltaTime * FadeSpeed;
if (currentFade < 0) {
currentFade = 0;
}
// Only update fade if value has changed
if (currentFade != lastFade) {
fader.SetFadeLevel(currentFade);
lastFade = currentFade;
}
}
}
}
void OnCollisionEnter(Collision col) {
if(collisions == null) {
collisions = new List();
}
// Ignore Grabbable Physics objects that are being held
bool ignorePhysics = IgnoreHeldGrabbables && col.gameObject.GetComponent() != null && col.gameObject.GetComponent().BeingHeld;
// Also ignore physics if this object has a joint attached to it
if(!ignorePhysics && col.collider.GetComponent()) {
ignorePhysics = true;
}
// Ignore the player's capsule collider
if(!ignorePhysics && col.gameObject.GetComponent() != null) {
ignorePhysics = true;
}
if (ignorePhysics) {
Physics.IgnoreCollision(col.collider, GetComponent(), true);
return;
}
if(!collisions.Contains(col.collider)) {
collisions.Add(col.collider);
cols++;
}
}
void OnCollisionExit(Collision col) {
if (collisions == null) {
collisions = new List();
}
if (collisions.Contains(col.collider)) {
collisions.Remove(col.collider);
cols--;
}
}
}
}