GunBehaviour.cs 3.4 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using Valve.VR;
  6. public class GunBehaviour : MonoBehaviour {
  7. public SteamVR_Input_Sources handType;
  8. public SteamVR_Action_Boolean triggertAction;
  9. public SteamVR_Behaviour_Pose controllerPose;
  10. public GameObject laserPrefab;
  11. private GameObject laser;
  12. public GameObject aimCirclePrefab;
  13. private GameObject aimCircle;
  14. public Vector3 aimCircleOffset;
  15. private Transform aimCircleTransform;
  16. private Transform laserTransform;
  17. private Vector3 hitPoint;
  18. //private Vector3 fullLaserScale;
  19. public Material activeLaser;
  20. private Material inactiveLaser;
  21. private bool laserActive = false;
  22. // Use this for initialization
  23. void Start () {
  24. laser = Instantiate(laserPrefab);
  25. laserTransform = laser.transform;
  26. aimCircle = Instantiate(aimCirclePrefab);
  27. aimCircleTransform = aimCircle.transform;
  28. //aimCircleTransform.Rotate(0,90,0);
  29. //fullLaserScale = new Vector3(0.005f,0.005f,1f);
  30. inactiveLaser = laser.GetComponent<Renderer>().material;
  31. }
  32. void Update () {
  33. RaycastHit hit;
  34. Physics.Raycast(controllerPose.transform.position, transform.forward, out hit, 100);
  35. hitPoint = hit.point;
  36. aimCircle.SetActive(true);
  37. aimCircleTransform.position = hitPoint + aimCircleOffset;
  38. ShowLaser(hit);
  39. if (TriggerThisFrame() || laserActive)
  40. {
  41. if (!laserActive)
  42. {
  43. StartCoroutine(ActivateLaser());
  44. }
  45. if (hit.collider != null && hit.collider.gameObject.tag.Equals("Cube") && laserActive)
  46. {
  47. hit.collider.gameObject.GetComponent<CubeBehaviour>().StartRotation();
  48. //Debug.Log("Hit Target: " + hit.collider.gameObject.ToString() + "At: " + Time.time);
  49. }
  50. else
  51. {
  52. //Debug.Log("Hit Other: " + hit.collider.gameObject.ToString() + "At: " + Time.time);
  53. }
  54. }
  55. }
  56. public bool TriggerThisFrame()
  57. {
  58. return triggertAction.GetStateDown(handType);
  59. }
  60. private void ShowLaser(RaycastHit hit)
  61. {
  62. //laser.SetActive(true);
  63. laserTransform.position = Vector3.Lerp(controllerPose.transform.position, hitPoint, 0.5f);
  64. laserTransform.LookAt(hitPoint);
  65. laserTransform.localScale = new Vector3(laserTransform.localScale.x,laserTransform.localScale.y,hit.distance);
  66. }
  67. private IEnumerator ActivateLaser()
  68. {
  69. laserActive = true;
  70. //Debug.Log("Started corutine laser active at: " + Time.time + laserActive);
  71. laserTransform.localScale = new Vector3(0.005f, 0.005f, laserTransform.localScale.z);
  72. laser.GetComponent<Renderer>().material = activeLaser;
  73. for (int i = 0; i < 30; i++)
  74. {
  75. yield return null;
  76. }
  77. DeactivateLaser();
  78. }
  79. private void DeactivateLaser()
  80. {
  81. laserActive = false;
  82. laserTransform.localScale = new Vector3(0.001f, 0.001f, laserTransform.localScale.z);
  83. laser.GetComponent<Renderer>().material = inactiveLaser;
  84. //Debug.Log("laser deactivated at: " + Time.time);
  85. }
  86. public Vector3 getAimPosition()
  87. {
  88. return aimCircleTransform.transform.position;
  89. }
  90. public Transform getAimTransform()
  91. {
  92. return aimCircleTransform.transform;
  93. }
  94. }