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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Valve.VR.InteractionSystem.Sample
- {
- public class LockToPoint : MonoBehaviour
- {
- public Transform snapTo;
- public Transform snapToDynamic;
- private Rigidbody body;
- public float snapTime = 2;
- private float dropTimer;
- private Interactable interactable;
- public bool SnapDynamic;
- private void Start()
- {
- interactable = GetComponent<Interactable>();
- body = GetComponent<Rigidbody>();
- SnapDynamic = false;
- }
- private void FixedUpdate()
- {
- bool used = false;
- if (interactable != null)
- used = interactable.attachedToHand;
- if (used)
- {
- body.isKinematic = false;
- dropTimer = -1;
- }
- else
- {
- dropTimer += Time.deltaTime / (snapTime / 2);
- body.isKinematic = dropTimer > 1;
- if (dropTimer > 1)
- {
- //transform.parent = snapTo;
- transform.position = SnapDynamic ? snapToDynamic.position : snapTo.position;
- transform.rotation = SnapDynamic ? snapToDynamic.rotation : snapTo.rotation;
- }
- else
- {
- float t = Mathf.Pow(35, dropTimer);
- body.velocity = Vector3.Lerp(body.velocity, Vector3.zero, Time.fixedDeltaTime * 4);
- if (body.useGravity)
- body.AddForce(-Physics.gravity);
- transform.position = Vector3.Lerp(transform.position, SnapDynamic ? snapToDynamic.position : snapTo.position, Time.fixedDeltaTime * t * 3);
- transform.rotation = Quaternion.Slerp(transform.rotation, SnapDynamic ? snapToDynamic.rotation : snapTo.rotation, Time.fixedDeltaTime * t * 2);
- }
- }
- }
- }
- }
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