Files
ApexSurgery/Assets/Oculus/SampleFramework/Usage/SceneManager/Scripts/BouncingBallLogic.cs
T
2025-07-04 20:33:06 +03:00

92 lines
2.6 KiB
C#

using System.Collections;
using UnityEngine;
public class BouncingBallLogic : MonoBehaviour
{
[SerializeField] private float TTL = 5.0f;
[SerializeField] private AudioClip pop;
[SerializeField] private AudioClip bounce;
[SerializeField] private AudioClip loadball;
[SerializeField] private Material visibleMat;
[SerializeField] private Material hiddenMat;
private AudioSource audioSource;
private Transform centerEyeCamera;
private bool isVisible = true;
private float timer = 0f;
private bool isReleased = false;
private bool isReadyForDestroy = false;
private void OnCollisionEnter() => audioSource.PlayOneShot(bounce);
private void Start()
{
audioSource = GetComponent<AudioSource>();
audioSource.PlayOneShot(loadball);
centerEyeCamera = OVRManager.instance.GetComponentInChildren<OVRCameraRig>().centerEyeAnchor;
}
private void Update()
{
if (!isReleased) return;
UpdateVisibility();
timer += Time.deltaTime;
if (!isReadyForDestroy && timer >= TTL)
{
isReadyForDestroy = true;
float clipLength = pop.length;
audioSource.PlayOneShot(pop);
StartCoroutine(PlayPopCallback(clipLength));
}
}
private void UpdateVisibility()
{
Vector3 displacement = centerEyeCamera.position - this.transform.position;
Ray ray = new Ray(this.transform.position, displacement);
RaycastHit info;
if (Physics.Raycast(ray, out info, displacement.magnitude))
{
if (info.collider.gameObject != this.gameObject)
{
SetVisible(false);
}
}
else
{
SetVisible(true);
}
}
private void SetVisible(bool setVisible)
{
if (isVisible && !setVisible)
{
GetComponent<MeshRenderer>().material = hiddenMat;
isVisible = false;
}
if (!isVisible && setVisible)
{
GetComponent<MeshRenderer>().material = visibleMat;
isVisible = true;
}
}
public void Release(Vector3 pos, Vector3 vel, Vector3 angVel)
{
isReleased = true;
transform.position = pos; // set the orign to match target
GetComponent<Rigidbody>().isKinematic = false;
GetComponent<Rigidbody>().velocity = vel;
GetComponent<Rigidbody>().angularVelocity = angVel;
}
private IEnumerator PlayPopCallback(float clipLength)
{
yield return new WaitForSeconds(clipLength);
Destroy(gameObject);
}
}