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- //======= Copyright (c) Valve Corporation, All rights reserved. ===============
- //
- // Purpose: Displays the arc lines for teleporting and does the traces
- //
- //=============================================================================
- using UnityEngine;
- namespace Valve.VR.InteractionSystem
- {
- //-------------------------------------------------------------------------
- public class TeleportArc : MonoBehaviour
- {
- public int segmentCount = 60;
- public float thickness = 0.01f;
- [Tooltip( "The amount of time in seconds to predict the motion of the projectile." )]
- public float arcDuration = 3.0f;
- [Tooltip( "The amount of time in seconds between each segment of the projectile." )]
- public float segmentBreak = 0.025f;
- [Tooltip( "The speed at which the line segments of the arc move." )]
- public float arcSpeed = 0.2f;
- public Material material;
- [HideInInspector]
- public int traceLayerMask = 0;
- //Private data
- private LineRenderer[] lineRenderers;
- private float arcTimeOffset = 0.0f;
- private float prevThickness = 0.0f;
- private int prevSegmentCount = 0;
- private bool showArc = true;
- private Vector3 startPos;
- private Vector3 projectileVelocity;
- private bool useGravity = true;
- private Transform arcObjectsTransfrom;
- private bool arcInvalid = false;
- //-------------------------------------------------
- void Start()
- {
- arcTimeOffset = Time.time;
- }
- //-------------------------------------------------
- void Update()
- {
- if ( thickness != prevThickness || segmentCount != prevSegmentCount )
- {
- CreateLineRendererObjects();
- prevThickness = thickness;
- prevSegmentCount = segmentCount;
- }
- }
- //-------------------------------------------------
- private void CreateLineRendererObjects()
- {
- //Destroy any existing line renderer objects
- if ( arcObjectsTransfrom != null )
- {
- Destroy( arcObjectsTransfrom.gameObject );
- }
- GameObject arcObjectsParent = new GameObject( "ArcObjects" );
- arcObjectsTransfrom = arcObjectsParent.transform;
- arcObjectsTransfrom.SetParent( this.transform );
- //Create new line renderer objects
- lineRenderers = new LineRenderer[segmentCount];
- for ( int i = 0; i < segmentCount; ++i )
- {
- GameObject newObject = new GameObject( "LineRenderer_" + i );
- newObject.transform.SetParent( arcObjectsTransfrom );
- lineRenderers[i] = newObject.AddComponent<LineRenderer>();
- lineRenderers[i].receiveShadows = false;
- lineRenderers[i].reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
- lineRenderers[i].lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
- lineRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
- lineRenderers[i].material = material;
- #if (UNITY_5_4)
- lineRenderers[i].SetWidth( thickness, thickness );
- #else
- lineRenderers[i].startWidth = thickness;
- lineRenderers[i].endWidth = thickness;
- #endif
- lineRenderers[i].enabled = false;
- }
- }
- //-------------------------------------------------
- public void SetArcData( Vector3 position, Vector3 velocity, bool gravity, bool pointerAtBadAngle )
- {
- startPos = position;
- projectileVelocity = velocity;
- useGravity = gravity;
- if ( arcInvalid && !pointerAtBadAngle )
- {
- arcTimeOffset = Time.time;
- }
- arcInvalid = pointerAtBadAngle;
- }
- //-------------------------------------------------
- public void Show()
- {
- showArc = true;
- if ( lineRenderers == null )
- {
- CreateLineRendererObjects();
- }
- }
- //-------------------------------------------------
- public void Hide()
- {
- //Hide the line segments if they were previously being shown
- if ( showArc )
- {
- HideLineSegments( 0, segmentCount );
- }
- showArc = false;
- }
- //-------------------------------------------------
- // Draws each segment of the arc individually
- //-------------------------------------------------
- public bool DrawArc( out RaycastHit hitInfo )
- {
- float timeStep = arcDuration / segmentCount;
- float currentTimeOffset = ( Time.time - arcTimeOffset ) * arcSpeed;
- //Reset the arc time offset when it has gone beyond a segment length
- if ( currentTimeOffset > ( timeStep + segmentBreak ) )
- {
- arcTimeOffset = Time.time;
- currentTimeOffset = 0.0f;
- }
- float segmentStartTime = currentTimeOffset;
- float arcHitTime = FindProjectileCollision( out hitInfo );
- if ( arcInvalid )
- {
- //Only draw first segment
- lineRenderers[0].enabled = true;
- lineRenderers[0].SetPosition( 0, GetArcPositionAtTime( 0.0f ) );
- lineRenderers[0].SetPosition( 1, GetArcPositionAtTime( arcHitTime < timeStep ? arcHitTime : timeStep ) );
- HideLineSegments( 1, segmentCount );
- }
- else
- {
- //Draw the first segment outside the loop if needed
- int loopStartSegment = 0;
- if ( segmentStartTime > segmentBreak )
- {
- float firstSegmentEndTime = currentTimeOffset - segmentBreak;
- if ( arcHitTime < firstSegmentEndTime )
- {
- firstSegmentEndTime = arcHitTime;
- }
- DrawArcSegment( 0, 0.0f, firstSegmentEndTime );
- loopStartSegment = 1;
- }
- bool stopArc = false;
- int currentSegment = 0;
- if ( segmentStartTime < arcHitTime )
- {
- for ( currentSegment = loopStartSegment; currentSegment < segmentCount; ++currentSegment )
- {
- //Clamp the segment end time to the arc duration
- float segmentEndTime = segmentStartTime + timeStep;
- if ( segmentEndTime >= arcDuration )
- {
- segmentEndTime = arcDuration;
- stopArc = true;
- }
- if ( segmentEndTime >= arcHitTime )
- {
- segmentEndTime = arcHitTime;
- stopArc = true;
- }
- DrawArcSegment( currentSegment, segmentStartTime, segmentEndTime );
- segmentStartTime += timeStep + segmentBreak;
- //If the previous end time or the next start time is beyond the duration then stop the arc
- if ( stopArc || segmentStartTime >= arcDuration || segmentStartTime >= arcHitTime )
- {
- break;
- }
- }
- }
- else
- {
- currentSegment--;
- }
- //Hide the rest of the line segments
- HideLineSegments( currentSegment + 1, segmentCount );
- }
- return arcHitTime != float.MaxValue;
- }
- //-------------------------------------------------
- private void DrawArcSegment( int index, float startTime, float endTime )
- {
- lineRenderers[index].enabled = true;
- lineRenderers[index].SetPosition( 0, GetArcPositionAtTime( startTime ) );
- lineRenderers[index].SetPosition( 1, GetArcPositionAtTime( endTime ) );
- }
- //-------------------------------------------------
- public void SetColor( Color color )
- {
- for ( int i = 0; i < segmentCount; ++i )
- {
- #if (UNITY_5_4)
- lineRenderers[i].SetColors( color, color );
- #else
- lineRenderers[i].startColor = color;
- lineRenderers[i].endColor = color;
- #endif
- }
- }
- //-------------------------------------------------
- private float FindProjectileCollision( out RaycastHit hitInfo )
- {
- float timeStep = arcDuration / segmentCount;
- float segmentStartTime = 0.0f;
- hitInfo = new RaycastHit();
- Vector3 segmentStartPos = GetArcPositionAtTime( segmentStartTime );
- for ( int i = 0; i < segmentCount; ++i )
- {
- float segmentEndTime = segmentStartTime + timeStep;
- Vector3 segmentEndPos = GetArcPositionAtTime( segmentEndTime );
- if ( Physics.Linecast( segmentStartPos, segmentEndPos, out hitInfo, traceLayerMask ) )
- {
- if ( hitInfo.collider.GetComponent<IgnoreTeleportTrace>() == null )
- {
- Util.DrawCross( hitInfo.point, Color.red, 0.5f );
- float segmentDistance = Vector3.Distance( segmentStartPos, segmentEndPos );
- float hitTime = segmentStartTime + ( timeStep * ( hitInfo.distance / segmentDistance ) );
- return hitTime;
- }
- }
- segmentStartTime = segmentEndTime;
- segmentStartPos = segmentEndPos;
- }
- return float.MaxValue;
- }
- //-------------------------------------------------
- public Vector3 GetArcPositionAtTime( float time )
- {
- Vector3 gravity = useGravity ? Physics.gravity : Vector3.zero;
- Vector3 arcPos = startPos + ( ( projectileVelocity * time ) + ( 0.5f * time * time ) * gravity );
- return arcPos;
- }
- //-------------------------------------------------
- private void HideLineSegments( int startSegment, int endSegment )
- {
- if ( lineRenderers != null )
- {
- for ( int i = startSegment; i < endSegment; ++i )
- {
- lineRenderers[i].enabled = false;
- }
- }
- }
- }
- }
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