Initial Commit
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/************************************************************************************
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See SampleFramework license.txt for license terms. Unless required by applicable law
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or agreed to in writing, the sample code is provided "AS IS" WITHOUT WARRANTIES OR
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CONDITIONS OF ANY KIND, either express or implied. See the license for specific
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language governing permissions and limitations under the license.
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************************************************************************************/
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#define DEBUG_LOCOMOTION_PANEL
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using UnityEngine;
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using System.Collections;
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using System.Diagnostics;
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using UnityEngine.UI;
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using Debug = UnityEngine.Debug;
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using UnityEngine.EventSystems;
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using UnityEngine.Events;
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public class LocomotionSampleSupport : MonoBehaviour
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{
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private LocomotionController lc;
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private bool inMenu = false;
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private LocomotionTeleport TeleportController
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{
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get { return lc.GetComponent<LocomotionTeleport>(); }
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}
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public void Start()
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{
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lc = FindObjectOfType<LocomotionController>();
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DebugUIBuilder.instance.AddButton("Node Teleport w/ A", SetupNodeTeleport);
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DebugUIBuilder.instance.AddButton("Dual-stick teleport", SetupTwoStickTeleport);
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DebugUIBuilder.instance.AddButton("L Strafe R Teleport", SetupLeftStrafeRightTeleport);
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//DebugUIBuilder.instance.AddButton("R Turn L Teleport", SetupRightTurnLeftTeleport);
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DebugUIBuilder.instance.AddButton("Walk Only", SetupWalkOnly);
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// This is just a quick hack-in, need a prefab-based way of setting this up easily.
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EventSystem eventSystem = FindObjectOfType<EventSystem>();
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if (eventSystem == null)
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{
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Debug.LogError("Need EventSystem");
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}
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SetupTwoStickTeleport();
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// SAMPLE-ONLY HACK:
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// Due to restrictions on how Unity project settings work, we just hackily set up default
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// to ignore the water layer here. In your own project, you should set up your collision
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// layers properly through the Unity editor.
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Physics.IgnoreLayerCollision(0, 4);
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}
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public void Update()
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{
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if (OVRInput.GetDown(OVRInput.Button.Two) || OVRInput.GetDown(OVRInput.Button.Start))
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{
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if (inMenu) DebugUIBuilder.instance.Hide();
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else DebugUIBuilder.instance.Show();
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inMenu = !inMenu;
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}
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}
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[Conditional("DEBUG_LOCOMOTION_PANEL")]
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static void Log(string msg)
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{
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Debug.Log(msg);
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}
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/// <summary>
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/// This method will ensure only one specific type TActivate in a given group of components derived from the same TCategory type is enabled.
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/// This is used by the sample support code to select between different targeting, input, aim, and other handlers.
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/// </summary>
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/// <typeparam name="TCategory"></typeparam>
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/// <typeparam name="TActivate"></typeparam>
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/// <param name="target"></param>
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public static TActivate ActivateCategory<TCategory, TActivate>(GameObject target)
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where TCategory : MonoBehaviour where TActivate : MonoBehaviour
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{
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var components = target.GetComponents<TCategory>();
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Log("Activate " + typeof(TActivate) + " derived from " + typeof(TCategory) + "[" + components.Length + "]");
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TActivate result = null;
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for (int i = 0; i < components.Length; i++)
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{
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var c = (MonoBehaviour)components[i];
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var active = c.GetType() == typeof(TActivate);
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Log(c.GetType() + " is " + typeof(TActivate) + " = " + active);
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if (active)
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{
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result = (TActivate)c;
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}
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if (c.enabled != active)
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{
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c.enabled = active;
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}
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}
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return result;
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}
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/// <summary>
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/// This generic method is used for activating a specific set of components in the LocomotionController. This is just one way
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/// to achieve the goal of enabling one component of each category (input, aim, target, orientation and transition) that
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/// the teleport system requires.
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/// </summary>
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/// <typeparam name="TInput"></typeparam>
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/// <typeparam name="TAim"></typeparam>
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/// <typeparam name="TTarget"></typeparam>
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/// <typeparam name="TOrientation"></typeparam>
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/// <typeparam name="TTransition"></typeparam>
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protected void ActivateHandlers<TInput, TAim, TTarget, TOrientation, TTransition>()
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where TInput : TeleportInputHandler
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where TAim : TeleportAimHandler
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where TTarget : TeleportTargetHandler
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where TOrientation : TeleportOrientationHandler
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where TTransition : TeleportTransition
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{
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ActivateInput<TInput>();
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ActivateAim<TAim>();
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ActivateTarget<TTarget>();
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ActivateOrientation<TOrientation>();
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ActivateTransition<TTransition>();
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}
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protected void ActivateInput<TActivate>() where TActivate : TeleportInputHandler
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{
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ActivateCategory<TeleportInputHandler, TActivate>();
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}
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protected void ActivateAim<TActivate>() where TActivate : TeleportAimHandler
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{
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ActivateCategory<TeleportAimHandler, TActivate>();
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}
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protected void ActivateTarget<TActivate>() where TActivate : TeleportTargetHandler
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{
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ActivateCategory<TeleportTargetHandler, TActivate>();
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}
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protected void ActivateOrientation<TActivate>() where TActivate : TeleportOrientationHandler
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{
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ActivateCategory<TeleportOrientationHandler, TActivate>();
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}
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protected void ActivateTransition<TActivate>() where TActivate : TeleportTransition
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{
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ActivateCategory<TeleportTransition, TActivate>();
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}
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protected TActivate ActivateCategory<TCategory, TActivate>()
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where TCategory : MonoBehaviour where TActivate : MonoBehaviour
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{
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return ActivateCategory<TCategory, TActivate>(lc.gameObject);
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}
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protected void UpdateToggle(Toggle toggle, bool enabled)
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{
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if (enabled != toggle.isOn)
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{
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toggle.isOn = enabled;
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}
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}
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void SetupNonCap()
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{
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var input = TeleportController.GetComponent<TeleportInputHandlerTouch>();
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input.InputMode = TeleportInputHandlerTouch.InputModes.SeparateButtonsForAimAndTeleport;
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input.AimButton = OVRInput.RawButton.A;
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input.TeleportButton = OVRInput.RawButton.A;
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}
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void SetupTeleportDefaults()
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{
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TeleportController.enabled = true;
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//lc.PlayerController.SnapRotation = true;
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lc.PlayerController.RotationEitherThumbstick = false;
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//lc.PlayerController.FixedSpeedSteps = 0;
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TeleportController.EnableMovement(false, false, false, false);
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TeleportController.EnableRotation(false, false, false, false);
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var input = TeleportController.GetComponent<TeleportInputHandlerTouch>();
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input.InputMode = TeleportInputHandlerTouch.InputModes.CapacitiveButtonForAimAndTeleport;
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input.AimButton = OVRInput.RawButton.A;
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input.TeleportButton = OVRInput.RawButton.A;
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input.CapacitiveAimAndTeleportButton = TeleportInputHandlerTouch.AimCapTouchButtons.A;
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input.FastTeleport = false;
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var hmd = TeleportController.GetComponent<TeleportInputHandlerHMD>();
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hmd.AimButton = OVRInput.RawButton.A;
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hmd.TeleportButton = OVRInput.RawButton.A;
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var orient = TeleportController.GetComponent<TeleportOrientationHandlerThumbstick>();
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orient.Thumbstick = OVRInput.Controller.LTouch;
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}
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protected GameObject AddInstance(GameObject template, string label)
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{
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var go = Instantiate(template);
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go.transform.SetParent(transform, false);
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go.name = label;
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return go;
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}
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// Teleport between node with A buttons. Display laser to node. Allow snap turns.
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void SetupNodeTeleport()
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{
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SetupTeleportDefaults();
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SetupNonCap();
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//lc.PlayerController.SnapRotation = true;
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//lc.PlayerController.FixedSpeedSteps = 1;
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lc.PlayerController.RotationEitherThumbstick = true;
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TeleportController.EnableRotation(true, false, false, true);
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ActivateHandlers<TeleportInputHandlerTouch, TeleportAimHandlerLaser, TeleportTargetHandlerNode,
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TeleportOrientationHandlerThumbstick, TeleportTransitionBlink>();
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var input = TeleportController.GetComponent<TeleportInputHandlerTouch>();
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input.AimingController = OVRInput.Controller.RTouch;
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//var input = TeleportController.GetComponent<TeleportAimHandlerLaser>();
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//input.AimingController = OVRInput.Controller.RTouch;
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}
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// Symmetrical controls. Forward or back on stick initiates teleport, then stick allows orient.
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// Snap turns allowed.
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void SetupTwoStickTeleport()
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{
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SetupTeleportDefaults();
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TeleportController.EnableRotation(true, false, false, true);
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TeleportController.EnableMovement(false, false, false, false);
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//lc.PlayerController.SnapRotation = true;
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lc.PlayerController.RotationEitherThumbstick = true;
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//lc.PlayerController.FixedSpeedSteps = 1;
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var input = TeleportController.GetComponent<TeleportInputHandlerTouch>();
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input.InputMode = TeleportInputHandlerTouch.InputModes.ThumbstickTeleportForwardBackOnly;
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input.AimingController = OVRInput.Controller.Touch;
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ActivateHandlers<TeleportInputHandlerTouch, TeleportAimHandlerParabolic, TeleportTargetHandlerPhysical,
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TeleportOrientationHandlerThumbstick, TeleportTransitionBlink>();
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var orient = TeleportController.GetComponent<TeleportOrientationHandlerThumbstick>();
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orient.Thumbstick = OVRInput.Controller.Touch;
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}
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/*
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void SetupRightTurnLeftTeleport()
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{
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SetupTeleportDefaults();
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TeleportController.EnableRotation(true, false, false, false);
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TeleportController.EnableMovement(false, false, false, false);
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lc.PlayerController.SnapRotation = true;
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lc.PlayerController.FixedSpeedSteps = 1;
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var input = TeleportController.GetComponent<TeleportInputHandlerTouch>();
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input.InputMode = TeleportInputHandlerTouch.InputModes.ThumbstickTeleport;
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input.AimingController = OVRInput.Controller.LTouch;
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ActivateHandlers<TeleportInputHandlerTouch, TeleportAimHandlerParabolic, TeleportTargetHandlerPhysical, TeleportOrientationHandlerThumbstick, TeleportTransitionBlink>();
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var orient = TeleportController.GetComponent<TeleportOrientationHandlerThumbstick>();
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orient.Thumbstick = OVRInput.Controller.LTouch;
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}
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*/
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// Shut down teleport. Basically reverts to OVRPlayerController.
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void SetupWalkOnly()
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{
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SetupTeleportDefaults();
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TeleportController.enabled = false;
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lc.PlayerController.EnableLinearMovement = true;
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//lc.PlayerController.SnapRotation = true;
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lc.PlayerController.RotationEitherThumbstick = false;
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//lc.PlayerController.FixedSpeedSteps = 1;
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}
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//
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void SetupLeftStrafeRightTeleport()
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{
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SetupTeleportDefaults();
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TeleportController.EnableRotation(true, false, false, true);
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TeleportController.EnableMovement(true, false, false, false);
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//lc.PlayerController.SnapRotation = true;
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//lc.PlayerController.FixedSpeedSteps = 1;
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var input = TeleportController.GetComponent<TeleportInputHandlerTouch>();
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input.InputMode = TeleportInputHandlerTouch.InputModes.ThumbstickTeleportForwardBackOnly;
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input.AimingController = OVRInput.Controller.RTouch;
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ActivateHandlers<TeleportInputHandlerTouch, TeleportAimHandlerParabolic, TeleportTargetHandlerPhysical,
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TeleportOrientationHandlerThumbstick, TeleportTransitionBlink>();
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var orient = TeleportController.GetComponent<TeleportOrientationHandlerThumbstick>();
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orient.Thumbstick = OVRInput.Controller.RTouch;
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}
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}
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