228 lines
8.2 KiB
C#
228 lines
8.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BNG {
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public class GrabPointTrigger : MonoBehaviour {
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public enum HandMovement {
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Instant,
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Lerp,
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None
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}
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[Header("Hand Movement")]
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[Tooltip("How to move the hand to the nearest grab point. If set to 'None', the hand model will remain at the controller.")]
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public HandMovement MoveInStyle = HandMovement.Instant;
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[Tooltip("How to move the hand back to the grabber")]
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public HandMovement MoveOutStyle = HandMovement.Instant;
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[Tooltip("How to fast to move the hand if MovementStyle = 'Lerp' or 'Linear'")]
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public float HandSpeed = 20f;
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[Tooltip("If true the hand model will continue to move towards the closest grab point. If false, the hand will only move towards the closest grab point once upon entering the trigger.")]
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public bool LiveUpdateNearestGrabPoint = true;
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[Header("Grabbable Options")]
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[Tooltip("If specified this Grabbable will be grabbed if the user holds down the grab button while this preview is active")]
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public Grabbable GrabObject;
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[Tooltip("If specified this Grabbable must be held for this component to work")]
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public Grabbable OtherGrabbableMustBeHeld;
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[Tooltip("Grab Points to move towards when the grabber is within the Trigger area.")]
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public List<GrabPoint> GrabPoints;
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Grabber currentGrabber;
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Grabbable dummyGrabbable;
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GrabPoint closestPoint;
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Grabber grabberInTrigger;
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void Start() {
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if(dummyGrabbable == null) {
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var go = new GameObject("Dummy Grabbable");
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dummyGrabbable = go.AddComponent<Grabbable>();
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dummyGrabbable.transform.parent = transform;
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dummyGrabbable.transform.localPosition = Vector3.zero;
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dummyGrabbable.transform.localRotation = Quaternion.identity;
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// Copy over grab points
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List<Transform> grabs = new List<Transform>();
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for (int x = 0; x < GrabPoints.Count; x++) {
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GrabPoint g = GrabPoints[x];
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grabs.Add(g.transform);
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}
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dummyGrabbable.GrabPoints = grabs;
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dummyGrabbable.GrabMechanic = GrabType.Snap;
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dummyGrabbable.ParentHandModel = false;
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dummyGrabbable.CanBeDropped = false;
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// Copy settings over from reference object if available
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if(GrabObject != null) {
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dummyGrabbable.GrabButton = GrabObject.GrabButton;
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dummyGrabbable.Grabtype = GrabObject.Grabtype;
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}
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}
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}
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void Update() {
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// holding this object
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if(dummyGrabbable != null && currentGrabber != null) {
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// Do we need to drop this object?
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if(OtherGrabbableMustBeHeld != null && !OtherGrabbableMustBeHeld.BeingHeld) {
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ReleaseGrabber();
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return;
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}
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// Is there a new grab point that's closer?
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if(LiveUpdateNearestGrabPoint) {
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// dummyGrabbable.transform.position =
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Transform closestGrab = dummyGrabbable.GetClosestGrabPoint(currentGrabber);
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if (closestGrab != null) {
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var newPoint = closestGrab.GetComponent<GrabPoint>();
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if(newPoint != null && newPoint != closestPoint) {
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UpdateGrabPoint(newPoint);
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}
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}
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}
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// Move the hand
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if (MoveInStyle == HandMovement.Lerp) {
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currentGrabber.HandsGraphics.localPosition = Vector3.Lerp(currentGrabber.HandsGraphics.localPosition, currentGrabber.handsGraphicsGrabberOffset, Time.deltaTime * HandSpeed);
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currentGrabber.HandsGraphics.localRotation = Quaternion.Slerp(currentGrabber.HandsGraphics.localRotation, Quaternion.identity, Time.deltaTime * HandSpeed);
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}
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// User pressed grab key while holding object
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if (currentGrabber.GetInputDownForGrabbable(dummyGrabbable)) {
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if(GrabObject != null) {
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var prevGrabber = currentGrabber;
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ReleaseGrabber();
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prevGrabber.GrabGrabbable(GrabObject);
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}
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}
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}
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// Are we back in the trigger?
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if(grabberInTrigger != null && !grabberInTrigger.HoldingItem && currentGrabber == null) {
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setGrabber(grabberInTrigger);
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}
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}
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public virtual void UpdateGrabPoint(GrabPoint newPoint) {
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closestPoint = newPoint;
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// Update hand animation
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// dummyGrabbable.CustomHandPose = newPoint.HandPose;
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dummyGrabbable.handPoseType = newPoint.handPoseType;
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dummyGrabbable.SelectedHandPose = newPoint.SelectedHandPose;
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// Move Hand Graphics if they are available
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if (currentGrabber != null && currentGrabber.HandsGraphics != null) {
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if (MoveInStyle != HandMovement.None) {
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currentGrabber.HandsGraphics.parent = closestPoint.transform;
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}
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// Move hands in place
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if (MoveInStyle == HandMovement.Instant) {
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currentGrabber.HandsGraphics.localPosition = currentGrabber.handsGraphicsGrabberOffset;
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currentGrabber.HandsGraphics.localEulerAngles = Vector3.zero;
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}
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}
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}
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void OnTriggerEnter(Collider other) {
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// Object isn't being held, ignore this
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if(OtherGrabbableMustBeHeld != null && !OtherGrabbableMustBeHeld.BeingHeld) {
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return;
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}
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// Already have something in the trigger
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if(grabberInTrigger != null) {
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return;
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}
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// Our component has been disabled
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if(!this.isActiveAndEnabled || dummyGrabbable == null) {
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return;
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}
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Grabber grab = other.GetComponent<Grabber>();
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if (grab != null && !grab.HoldingItem && currentGrabber == null) {
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// Check if any Grab Points have been found
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Transform closestGrab = dummyGrabbable.GetClosestGrabPoint(grab);
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if(closestGrab != null) {
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closestPoint = closestGrab.GetComponent<GrabPoint>();
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}
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else {
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closestPoint = null;
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}
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grabberInTrigger = grab;
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// Update Grabber
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if (closestPoint != null) {
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dummyGrabbable.ActiveGrabPoint = closestPoint;
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setGrabber(grab);
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}
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}
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}
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void OnTriggerExit(Collider other) {
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Grabber grab = other.GetComponent<Grabber>();
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// No longer inside trigger
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if (grab != null && grab == grabberInTrigger) {
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grabberInTrigger = null;
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}
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// Release grabber if out
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if (grab != null && grab == currentGrabber) {
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ReleaseGrabber();
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}
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}
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void setGrabber(Grabber theGrabber) {
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currentGrabber = theGrabber;
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dummyGrabbable.CanBeDropped = false;
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dummyGrabbable.BeingHeld = true;
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currentGrabber.HeldGrabbable = dummyGrabbable;
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UpdateGrabPoint(closestPoint);
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}
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public virtual void ReleaseGrabber() {
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if (currentGrabber != null) {
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dummyGrabbable.CanBeDropped = true;
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dummyGrabbable.BeingHeld = false;
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currentGrabber.HeldGrabbable = null;
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if (MoveOutStyle == HandMovement.Instant) {
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currentGrabber.ResetHandGraphics();
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}
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else if (MoveOutStyle == HandMovement.Lerp) {
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currentGrabber.ResetHandGraphics();
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}
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currentGrabber = null;
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}
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}
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}
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}
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