htc 抓取 释放、瞬移完整代码

htc 抓取 释放、瞬移完整代码
晋中职业技术学院 智祥明 QQ 1064270685
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;

public class LaserPointer : MonoBehaviour {

public SteamVR_Behaviour_Pose pose_Laser;

public SteamVR_Action_Boolean teleport_Laser = SteamVR_Input.GetBooleanAction("Teleport");
public SteamVR_Action_Boolean teleport = SteamVR_Input.GetBooleanAction("InteractUI");

public GameObject laserPrefab;
private GameObject laser;
private Transform laserTransform;
private Vector3 hitPoint;

public Transform cameraRigTransform;
public GameObject teleportReticlePrefab;
private GameObject reticle;
private Transform teleportReticleTransform;
public Transform headTransform;
public Vector3 teleportReticleOffset;
public LayerMask teleportMask;
private bool shouldTeleport;

FixedJoint joint;

private GameObject collidingObject;
private GameObject objectInHand;

private void SetColldingObject(Collider col)
{
    if(collidingObject || !col.GetComponent <Rigidbody >())
    {
        
        return;
    }
    
    collidingObject = col.gameObject;
    
}

public  void OnTriggerEnter(Collider other)
{
    SetColldingObject(other);
}

public  void OnTriggerStay(Collider other)
{
    SetColldingObject(other);
   
    

}
public  void OnTriggerExit(Collider other)
{
    if (!collidingObject)
        return;
    collidingObject = null;
}

private void GrabObject()
{
    if (collidingObject)
    {
        objectInHand = collidingObject;
        collidingObject = null;
        print(objectInHand);
        joint = AddFixedJoint();
        joint.connectedBody = objectInHand.GetComponent<Rigidbody>();
    }

}
private FixedJoint AddFixedJoint()
{
    joint = gameObject.AddComponent<FixedJoint>();
    
    joint.breakForce = 20000;
    joint.breakTorque = 20000;
    return joint;
}


private void ShowLaser(RaycastHit hit)
{
    laser.GetComponent<MeshRenderer>().enabled = true;
    laserTransform.position = Vector3.Lerp(pose_Laser.transform.position, hitPoint, 0.5f);
    laserTransform.LookAt(hitPoint);
    laserTransform.localScale = new Vector3(laserTransform.localScale.x, laserTransform.localScale.y, hit.distance);
}

// Use this for initialization
void Start () {
    laser = Instantiate(laserPrefab);
    laserTransform = laser.transform;
    reticle = Instantiate(teleportReticlePrefab);
    teleportReticleTransform = reticle.transform;
}

// Update is called once per frame
void Update () {

    if (teleport_Laser.GetStateDown(pose_Laser.inputSource))
    {

        Ray ray = new Ray(transform.position, transform.forward);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, 100, teleportMask))
        {
            hitPoint = hit.point;
            ShowLaser(hit);
            reticle.SetActive(true);
            teleportReticleTransform.position = hitPoint + teleportReticleOffset;
            shouldTeleport = true;
        }
       
    }
    else
    {
        laser.GetComponent<MeshRenderer>().enabled = false;
        reticle.SetActive(false);
        }
    if (teleport_Laser.GetStateUp(pose_Laser.inputSource) && shouldTeleport)
    {
        Teleport();
    }
    if (teleport.GetStateDown(pose_Laser.inputSource))
        {


            GrabObject();

        }
    if (teleport.GetStateUp(pose_Laser.inputSource))
    {
        if (objectInHand)
        {
            ReleaseObject();
        }
    }


}

private void Teleport()
{
    shouldTeleport = false;
    reticle.SetActive(false);
    Vector3 difference = cameraRigTransform.position - headTransform.position;
    difference.y = 0;
    cameraRigTransform.position = hitPoint + difference;
}
private void ReleaseObject()
{
    // 1
    if (gameObject .GetComponent<FixedJoint>())
    {
        // 2
        gameObject .GetComponent<FixedJoint>().connectedBody = null;//将FixedJiont(固定关节)组件的链接刚体属性置为空


        Object.DestroyImmediate(joint);//销毁FixedJiont(固定关节)组件
        // 3
        objectInHand.GetComponent<Rigidbody>().velocity = pose_Laser .GetVelocity();
        objectInHand.GetComponent<Rigidbody>().angularVelocity = pose_Laser .GetAngularVelocity();
    }
    // 4
    objectInHand = null;
}

}

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转载自blog.csdn.net/weixin_47908682/article/details/114407807