using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Turning;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Gravity;
using UnityEngine.XR.Interaction.Toolkit.Utilities;
namespace UnityEngine.XR.Interaction.Toolkit.Locomotion.Movement
{
///
/// Locomotion provider that allows the user to smoothly move their rig continuously over time
/// based on read input values, such as from the controller thumbstick.
///
///
///
[AddComponentMenu("XR/Locomotion/Continuous Move Provider", 11)]
[HelpURL(XRHelpURLConstants.k_ContinuousMoveProvider)]
public partial class ContinuousMoveProvider : LocomotionProvider, IGravityController
{
[SerializeField]
[Tooltip("The speed, in units per second, to move forward.")]
float m_MoveSpeed = 1f;
///
/// The speed, in units per second, to move forward.
///
public float moveSpeed
{
get => m_MoveSpeed;
set => m_MoveSpeed = value;
}
[SerializeField]
[Tooltip("Determines how much control the player has while in the air (0 = no control, 1 = full control).")]
float m_InAirControlModifier = 0.5f;
///
/// Determines how much control the player has while in the air (0 = no control, 1 = full control).
///
public float inAirControlModifier
{
get => m_InAirControlModifier;
set => m_InAirControlModifier = value;
}
[SerializeField]
[Tooltip("Controls whether to enable strafing (sideways movement).")]
bool m_EnableStrafe = true;
///
/// Controls whether to enable strafing (sideways movement).
///
public bool enableStrafe
{
get => m_EnableStrafe;
set => m_EnableStrafe = value;
}
[SerializeField]
[Tooltip("Controls whether to enable flying (unconstrained movement). This overrides the use of gravity.")]
bool m_EnableFly;
///
/// Controls whether to enable flying (unconstrained movement). This overrides the use of gravity.
///
public bool enableFly
{
get => m_EnableFly;
set => m_EnableFly = value;
}
[SerializeField]
[Tooltip("The source Transform to define the forward direction.")]
Transform m_ForwardSource;
///
/// The source that defines the forward direction.
///
public Transform forwardSource
{
get => m_ForwardSource;
set => m_ForwardSource = value;
}
///
/// The transformation that is used by this component to apply translation movement.
///
public XROriginMovement transformation { get; set; } = new XROriginMovement();
[SerializeField]
[Tooltip("Reads input data from the left hand controller. Input Action must be a Value action type (Vector 2).")]
XRInputValueReader m_LeftHandMoveInput = new XRInputValueReader("Left Hand Move");
///
/// Reads input data from the left hand controller. Input Action must be a Value action type (Vector 2).
///
public XRInputValueReader leftHandMoveInput
{
get => m_LeftHandMoveInput;
set => XRInputReaderUtility.SetInputProperty(ref m_LeftHandMoveInput, value, this);
}
[SerializeField]
[Tooltip("Reads input data from the right hand controller. Input Action must be a Value action type (Vector 2).")]
XRInputValueReader m_RightHandMoveInput = new XRInputValueReader("Right Hand Move");
///
/// Reads input data from the right hand controller. Input Action must be a Value action type (Vector 2).
///
public XRInputValueReader rightHandMoveInput
{
get => m_RightHandMoveInput;
set => XRInputReaderUtility.SetInputProperty(ref m_RightHandMoveInput, value, this);
}
///
public bool canProcess => isActiveAndEnabled;
///
public bool gravityPaused => m_EnableFly;
GravityProvider m_GravityProvider;
CharacterController m_CharacterController;
bool m_AttemptedGetCharacterController;
bool m_IsMovingXROrigin;
Vector3 m_GravityDrivenVelocity;
Vector3 m_InAirVelocity;
///
protected override void Awake()
{
base.Awake();
if (ComponentLocatorUtility.TryFindComponent(out m_GravityProvider))
{
#pragma warning disable CS0618 // Type or member is obsolete -- Assist with migration when this component wants gravity disabled
if (!m_UseGravity)
MigrateUseGravityToGravityProvider();
#pragma warning restore CS0618
}
}
///
/// See .
///
protected void OnEnable()
{
// Enable and disable directly serialized actions with this behavior's enabled lifecycle.
m_LeftHandMoveInput.EnableDirectActionIfModeUsed();
m_RightHandMoveInput.EnableDirectActionIfModeUsed();
m_GravityDrivenVelocity = Vector3.zero;
m_InAirVelocity = Vector3.zero;
}
///
/// See .
///
protected void OnDisable()
{
m_LeftHandMoveInput.DisableDirectActionIfModeUsed();
m_RightHandMoveInput.DisableDirectActionIfModeUsed();
}
///
protected override void OnLocomotionStarting()
{
base.OnLocomotionStarting();
TryLockGravity(m_EnableFly ? GravityOverride.ForcedOff : GravityOverride.ForcedOn);
}
///
protected override void OnLocomotionEnding()
{
base.OnLocomotionEnding();
RemoveGravityLock();
}
///
/// See .
///
protected void Update()
{
m_IsMovingXROrigin = false;
var xrOrigin = mediator.xrOrigin?.Origin;
if (xrOrigin == null)
return;
var input = ReadInput();
var translationInWorldSpace = ComputeDesiredMove(input);
if (input != Vector2.zero || m_GravityDrivenVelocity != Vector3.zero || m_InAirVelocity != Vector3.zero)
MoveRig(translationInWorldSpace);
if (!m_IsMovingXROrigin)
TryEndLocomotion();
}
Vector2 ReadInput()
{
var leftHandValue = m_LeftHandMoveInput.ReadValue();
var rightHandValue = m_RightHandMoveInput.ReadValue();
return leftHandValue + rightHandValue;
}
///
/// Determines how much to slide the rig due to vector.
///
/// Input vector, such as from a thumbstick.
/// Returns the translation amount in world space to move the rig.
protected virtual Vector3 ComputeDesiredMove(Vector2 input)
{
if (input == Vector2.zero && m_InAirVelocity == Vector3.zero)
return Vector3.zero;
var xrOrigin = mediator.xrOrigin;
if (xrOrigin == null)
return Vector3.zero;
// Assumes that the input axes are in the range [-1, 1].
// Clamps the magnitude of the input direction to prevent faster speed when moving diagonally,
// while still allowing for analog input to move slower (which would be lost if simply normalizing).
var inputMove = Vector3.ClampMagnitude(new Vector3(m_EnableStrafe ? input.x : 0f, 0f, input.y), 1f);
var deltaTime = Time.deltaTime;
// Check if the user is not in the air, and update the input velocity accordingly.
// If the user is in the air, update the input velocity with the inAirControlModifier.
if (m_GravityProvider == null || m_GravityProvider.isGrounded)
m_InAirVelocity = inputMove;
else
m_InAirVelocity += deltaTime * m_InAirControlModifier * 10 * (inputMove - m_InAirVelocity);
// Determine frame of reference for what the input direction is relative to
var forwardSourceTransform = m_ForwardSource == null ? xrOrigin.Camera.transform : m_ForwardSource;
var inputForwardInWorldSpace = forwardSourceTransform.forward;
var originTransform = xrOrigin.Origin.transform;
var speedFactor = m_MoveSpeed * deltaTime * originTransform.localScale.x; // Adjust speed with user scale
// If flying, just compute move directly from input and forward source
if (m_EnableFly)
{
var inputRightInWorldSpace = forwardSourceTransform.right;
var combinedMove = inputMove.x * inputRightInWorldSpace + inputMove.z * inputForwardInWorldSpace;
return combinedMove * speedFactor;
}
var originUp = originTransform.up;
if (Mathf.Approximately(Mathf.Abs(Vector3.Dot(inputForwardInWorldSpace, originUp)), 1f))
{
// When the input forward direction is parallel with the rig normal,
// it will probably feel better for the player to move along the same direction
// as if they tilted forward or up some rather than moving in the rig forward direction.
// It also will probably be a better experience to at least move in a direction
// rather than stopping if the head/controller is oriented such that it is perpendicular with the rig.
inputForwardInWorldSpace = -forwardSourceTransform.up;
}
var inputForwardProjectedInWorldSpace = Vector3.ProjectOnPlane(inputForwardInWorldSpace, originUp);
var forwardRotation = Quaternion.FromToRotation(originTransform.forward, inputForwardProjectedInWorldSpace);
var translationInRigSpace = forwardRotation * m_InAirVelocity * speedFactor;
var translationInWorldSpace = originTransform.TransformDirection(translationInRigSpace);
return translationInWorldSpace;
}
///
/// Creates a locomotion event to move the rig by ,
/// and optionally applies gravity.
///
/// The translation amount in world space to move the rig (pre-gravity).
protected virtual void MoveRig(Vector3 translationInWorldSpace)
{
var xrOrigin = mediator.xrOrigin?.Origin;
if (xrOrigin == null)
return;
FindCharacterController();
var motion = translationInWorldSpace;
// Step vertical velocity from gravity, but only if gravity is not being controlled by Gravity Provider
if (m_GravityProvider == null && m_CharacterController != null && m_CharacterController.enabled)
{
#pragma warning disable CS0618 // Type or member is obsolete
if (m_CharacterController.isGrounded || !m_UseGravity || m_EnableFly)
m_GravityDrivenVelocity = Vector3.zero;
else
m_GravityDrivenVelocity += Physics.gravity * Time.deltaTime;
motion += m_GravityDrivenVelocity * Time.deltaTime;
#pragma warning restore CS0618 // Type or member is obsolete
}
TryStartLocomotionImmediately();
if (locomotionState != LocomotionState.Moving)
return;
// Note that calling Move even with Vector3.zero will have an effect by causing isGrounded to update
m_IsMovingXROrigin = true;
transformation.motion = motion;
TryQueueTransformation(transformation);
}
void FindCharacterController()
{
var xrOrigin = mediator.xrOrigin?.Origin;
if (xrOrigin == null)
return;
// Save a reference to the optional CharacterController on the rig GameObject
// that will be used to move instead of modifying the Transform directly.
if (m_CharacterController == null && !m_AttemptedGetCharacterController)
{
// Try on the Origin GameObject first, and then fallback to the XR Origin GameObject (if different)
if (!xrOrigin.TryGetComponent(out m_CharacterController) && xrOrigin != mediator.xrOrigin.gameObject)
mediator.xrOrigin.TryGetComponent(out m_CharacterController);
m_AttemptedGetCharacterController = true;
}
}
///
public bool TryLockGravity(GravityOverride gravityOverride)
{
if (m_GravityProvider != null)
return m_GravityProvider.TryLockGravity(this, gravityOverride);
return false;
}
///
public void RemoveGravityLock()
{
if (m_GravityProvider != null)
m_GravityProvider.UnlockGravity(this);
}
///
void IGravityController.OnGroundedChanged(bool isGrounded) => OnGroundedChanged(isGrounded);
///
void IGravityController.OnGravityLockChanged(GravityOverride gravityOverride) => OnGravityLockChanged(gravityOverride);
///
/// Called from when the grounded state changes.
///
/// Whether the player is on the ground.
///
protected virtual void OnGroundedChanged(bool isGrounded)
{
}
///
/// Called from when gravity lock is changed.
///
/// The to apply.
///
protected virtual void OnGravityLockChanged(GravityOverride gravityOverride)
{
}
}
}