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Copy pathButtonFollowVisual.cs
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126 lines (102 loc) · 3.48 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class ButtonFollowVisual : MonoBehaviour
{
public Transform visualTarget;
public Vector3 localAxis;
public float resetSpeed = 5;
public float followAngleThreshold = 45;
private bool freeze = false;
private Vector3 initialLocalPos;
private Vector3 offset;
private Transform pokeAttachTransform;
private XRBaseInteractable interactable;
private bool isFollowing = false;
private Animator animator;
private enum AnimationState { Idle, Drop_Flap, Reversed_Flap }
private AnimationState curState;
// Start is called before the first frame update
void Start()
{
initialLocalPos = visualTarget.localPosition;
interactable = GetComponent<XRBaseInteractable>();
interactable.hoverEntered.AddListener(Follow);
interactable.hoverExited.AddListener(Reset);
interactable.selectEntered.AddListener(Freeze);
animator = GetComponent<Animator>();
curState = AnimationState.Idle;
animator.Play("idle");
}
public void Follow(BaseInteractionEventArgs hover)
{
if(hover.interactorObject is XRPokeInteractor)
{
XRPokeInteractor interactor = (XRPokeInteractor)hover.interactorObject;
isFollowing = true;
freeze = false;
ToggleAnimation();
pokeAttachTransform = interactor.attachTransform;
offset = visualTarget.position - pokeAttachTransform.position;
float pokeAngle = Vector3.Angle(offset, visualTarget.TransformDirection(localAxis));
if(pokeAngle < followAngleThreshold)
{
isFollowing = true;
freeze = false;
}
}
}
public void Reset(BaseInteractionEventArgs hover)
{
if(hover.interactorObject is XRPokeInteractor)
{
isFollowing = false;
freeze = false;
}
}
public void Freeze(BaseInteractionEventArgs hover)
{
if (hover.interactorObject is XRPokeInteractor)
{
freeze = true;
}
}
public void ToggleAnimation()
{
if (animator != null)
{
switch (curState)
{
case AnimationState.Idle:
animator.Play("flap");
curState = AnimationState.Drop_Flap;
break;
case AnimationState.Drop_Flap:
animator.Play("reverse_flap");
curState = AnimationState.Reversed_Flap;
break;
case AnimationState.Reversed_Flap:
animator.Play("flap");
curState = AnimationState.Drop_Flap;
break;
}
}
}
// Update is called once per frame
void Update()
{
if (freeze)
return;
if(isFollowing)
{
Vector3 localTargetPosition = visualTarget.InverseTransformPoint(pokeAttachTransform.position + offset);
Vector3 constrainedLocalTargetPosition = Vector3.Project(localTargetPosition, localAxis);
visualTarget.position = visualTarget.TransformPoint(constrainedLocalTargetPosition);
}
else
{
visualTarget.localPosition = Vector3.Lerp(visualTarget.localPosition, initialLocalPos, Time.deltaTime * resetSpeed);
}
}
}