219 lines
7.9 KiB
C#
219 lines
7.9 KiB
C#
using System;
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using UnityEngine.Assertions;
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using UnityEngine.XR.Interaction.Toolkit.Inputs;
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using UnityEngine.XR.Interaction.Toolkit.Locomotion;
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namespace UnityEngine.XR.Interaction.Toolkit
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{
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/// <summary>
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/// A locomotion provider that allows the user to rotate their rig using a 2D axis input.
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/// </summary>
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[Obsolete("SnapTurnProviderBase has been deprecated in XRI 3.0.0 and will be removed in a future version of XRI. Please use SnapTurnProvider instead.", false)]
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public abstract class SnapTurnProviderBase : LocomotionProvider
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{
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[SerializeField]
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[Tooltip("The number of degrees clockwise to rotate when snap turning clockwise.")]
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float m_TurnAmount = 45f;
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/// <summary>
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/// The number of degrees clockwise Unity rotates the rig when snap turning clockwise.
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/// </summary>
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public float turnAmount
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{
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get => m_TurnAmount;
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set => m_TurnAmount = value;
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}
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[SerializeField]
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[Tooltip("The amount of time that the system will wait before starting another snap turn.")]
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float m_DebounceTime = 0.5f;
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/// <summary>
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/// The amount of time that Unity waits before starting another snap turn.
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/// </summary>
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public float debounceTime
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{
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get => m_DebounceTime;
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set => m_DebounceTime = value;
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}
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[SerializeField]
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[Tooltip("Controls whether to enable left & right snap turns.")]
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bool m_EnableTurnLeftRight = true;
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/// <summary>
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/// Controls whether to enable left and right snap turns.
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/// </summary>
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/// <seealso cref="enableTurnAround"/>
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public bool enableTurnLeftRight
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{
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get => m_EnableTurnLeftRight;
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set => m_EnableTurnLeftRight = value;
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}
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[SerializeField]
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[Tooltip("Controls whether to enable 180° snap turns.")]
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bool m_EnableTurnAround = true;
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/// <summary>
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/// Controls whether to enable 180° snap turns.
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/// </summary>
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/// <seealso cref="enableTurnLeftRight"/>
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public bool enableTurnAround
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{
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get => m_EnableTurnAround;
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set => m_EnableTurnAround = value;
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}
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[SerializeField]
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[Tooltip("The time (in seconds) to delay the first turn after receiving initial input for the turn.")]
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float m_DelayTime;
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/// <summary>
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/// The time (in seconds) to delay the first turn after receiving initial input for the turn.
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/// Subsequent turns while holding down input are delayed by the <see cref="debounceTime"/>, not the delay time.
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/// This delay can be used, for example, as time to set a tunneling vignette effect as a VR comfort option.
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/// </summary>
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public float delayTime
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{
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get => m_DelayTime;
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set => m_DelayTime = value;
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}
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float m_CurrentTurnAmount;
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float m_TimeStarted;
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float m_DelayStartTime;
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bool m_TurnAroundActivated;
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/// <inheritdoc />
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protected override void Awake()
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{
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base.Awake();
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if (system != null && m_DelayTime > 0f && m_DelayTime > system.timeout)
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Debug.LogWarning($"Delay Time ({m_DelayTime}) is longer than the Locomotion System's Timeout ({system.timeout}).", this);
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Update()
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{
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// Wait for a certain amount of time before allowing another turn.
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if (m_TimeStarted > 0f && (m_TimeStarted + m_DebounceTime < Time.time))
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{
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m_TimeStarted = 0f;
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return;
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}
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// Reset to Idle state at the beginning of the update loop (rather than the end)
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// so that anything that needs to be aware of the Done state can trigger, such as
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// the vignette provider or another comfort mode option.
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if (locomotionPhase == LocomotionPhase.Done)
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locomotionPhase = LocomotionPhase.Idle;
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var input = ReadInput();
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var amount = GetTurnAmount(input);
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if (Mathf.Abs(amount) > 0f || locomotionPhase == LocomotionPhase.Started)
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{
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StartTurn(amount);
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}
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else if (Mathf.Approximately(m_CurrentTurnAmount, 0f) && locomotionPhase == LocomotionPhase.Moving)
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{
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locomotionPhase = LocomotionPhase.Done;
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}
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if (locomotionPhase == LocomotionPhase.Moving && Math.Abs(m_CurrentTurnAmount) > 0f && BeginLocomotion())
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{
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var xrOrigin = system.xrOrigin;
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if (xrOrigin != null)
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{
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xrOrigin.RotateAroundCameraUsingOriginUp(m_CurrentTurnAmount);
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}
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else
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{
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locomotionPhase = LocomotionPhase.Done;
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}
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m_CurrentTurnAmount = 0f;
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EndLocomotion();
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if (Mathf.Approximately(amount, 0f))
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locomotionPhase = LocomotionPhase.Done;
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}
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if (input == Vector2.zero)
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m_TurnAroundActivated = false;
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}
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/// <summary>
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/// Reads the current value of the snap turn input.
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/// </summary>
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/// <returns>Returns the input vector, such as from a thumbstick.</returns>
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protected abstract Vector2 ReadInput();
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/// <summary>
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/// Determines the turn amount in degrees for the given <paramref name="input"/> vector.
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/// </summary>
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/// <param name="input">Input vector, such as from a thumbstick.</param>
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/// <returns>Returns the turn amount in degrees for the given <paramref name="input"/> vector.</returns>
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protected virtual float GetTurnAmount(Vector2 input)
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{
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if (input == Vector2.zero)
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return 0f;
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var cardinal = CardinalUtility.GetNearestCardinal(input);
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switch (cardinal)
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{
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case Cardinal.North:
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break;
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case Cardinal.South:
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if (m_EnableTurnAround && !m_TurnAroundActivated)
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return 180f;
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break;
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case Cardinal.East:
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if (m_EnableTurnLeftRight)
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return m_TurnAmount;
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break;
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case Cardinal.West:
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if (m_EnableTurnLeftRight)
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return -m_TurnAmount;
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break;
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default:
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Assert.IsTrue(false, $"Unhandled {nameof(Cardinal)}={cardinal}");
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break;
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}
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return 0f;
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}
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/// <summary>
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/// Begins turning locomotion.
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/// </summary>
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/// <param name="amount">Amount to turn.</param>
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protected void StartTurn(float amount)
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{
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if (m_TimeStarted > 0f)
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return;
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if (!CanBeginLocomotion())
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return;
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if (Mathf.Approximately(amount, 180f))
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m_TurnAroundActivated = true;
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if (locomotionPhase == LocomotionPhase.Idle)
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{
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locomotionPhase = LocomotionPhase.Started;
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m_DelayStartTime = Time.time;
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}
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// We set the m_CurrentTurnAmount here so we can still trigger the turn
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// in the case where the input is released before the delay timeout happens.
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if (Math.Abs(amount) > 0f)
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m_CurrentTurnAmount = amount;
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// Wait for configured Delay Time
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if (m_DelayTime > 0f && Time.time - m_DelayStartTime < m_DelayTime)
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return;
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locomotionPhase = LocomotionPhase.Moving;
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m_TimeStarted = Time.time;
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}
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}
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}
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