//======= 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; private float scale = 1; //------------------------------------------------- void Start() { arcTimeOffset = Time.time; } //------------------------------------------------- void Update() { //scale arc to match player scale scale = Player.instance.transform.lossyScale.x; 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(); 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 * scale; lineRenderers[i].endWidth = thickness * scale; #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() == 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) * scale; return arcPos; } //------------------------------------------------- private void HideLineSegments(int startSegment, int endSegment) { if (lineRenderers != null) { for (int i = startSegment; i < endSegment; ++i) { lineRenderers[i].enabled = false; } } } } }