mirror of
https://github.com/xiaopeng12138/MaiDXR.git
synced 2024-12-19 04:15:53 +01:00
645 lines
19 KiB
C#
645 lines
19 KiB
C#
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using UnityEngine;
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/// <summary>
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/// Controls the player's movement in virtual reality.
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public class OVRPlayerController : MonoBehaviour
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{
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/// <summary>
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/// The rate acceleration during movement.
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/// </summary>
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public float Acceleration = 0.1f;
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/// <summary>
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/// The rate of damping on movement.
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/// </summary>
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public float Damping = 0.3f;
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/// <summary>
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/// The rate of additional damping when moving sideways or backwards.
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/// </summary>
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public float BackAndSideDampen = 0.5f;
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/// <summary>
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/// The force applied to the character when jumping.
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/// </summary>
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public float JumpForce = 0.3f;
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/// <summary>
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/// The rate of rotation when using a gamepad.
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/// </summary>
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public float RotationAmount = 1.5f;
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/// <summary>
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/// The rate of rotation when using the keyboard.
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/// </summary>
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public float RotationRatchet = 45.0f;
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/// <summary>
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/// The player will rotate in fixed steps if Snap Rotation is enabled.
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/// </summary>
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[Tooltip("The player will rotate in fixed steps if Snap Rotation is enabled.")]
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public bool SnapRotation = true;
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/// <summary>
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/// [Deprecated] When enabled, snap rotation will happen about the guardian rather
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/// than the player/camera viewpoint.
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/// </summary>
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[Tooltip("[Deprecated] When enabled, snap rotation will happen about the center of the " +
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"guardian rather than the center of the player/camera viewpoint. This (legacy) " +
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"option should be left off except for edge cases that require extreme behavioral " +
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"backwards compatibility.")]
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public bool RotateAroundGuardianCenter = false;
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/// <summary>
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/// How many fixed speeds to use with linear movement? 0=linear control
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/// </summary>
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[Tooltip("How many fixed speeds to use with linear movement? 0=linear control")]
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public int FixedSpeedSteps;
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/// <summary>
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/// If true, reset the initial yaw of the player controller when the Hmd pose is recentered.
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/// </summary>
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public bool HmdResetsY = true;
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/// <summary>
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/// If true, tracking data from a child OVRCameraRig will update the direction of movement.
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/// </summary>
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public bool HmdRotatesY = true;
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/// <summary>
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/// Modifies the strength of gravity.
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/// </summary>
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public float GravityModifier = 0.379f;
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/// <summary>
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/// If true, each OVRPlayerController will use the player's physical height.
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/// </summary>
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public bool useProfileData = true;
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/// <summary>
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/// The CameraHeight is the actual height of the HMD and can be used to adjust the height of the character controller, which will affect the
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/// ability of the character to move into areas with a low ceiling.
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/// </summary>
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[NonSerialized]
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public float CameraHeight;
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/// <summary>
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/// This event is raised after the character controller is moved. This is used by the OVRAvatarLocomotion script to keep the avatar transform synchronized
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/// with the OVRPlayerController.
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/// </summary>
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public event Action<Transform> TransformUpdated;
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/// <summary>
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/// This bool is set to true whenever the player controller has been teleported. It is reset after every frame. Some systems, such as
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/// CharacterCameraConstraint, test this boolean in order to disable logic that moves the character controller immediately
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/// following the teleport.
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/// </summary>
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[NonSerialized] // This doesn't need to be visible in the inspector.
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public bool Teleported;
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/// <summary>
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/// This event is raised immediately after the camera transform has been updated, but before movement is updated.
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/// </summary>
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public event Action CameraUpdated;
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/// <summary>
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/// This event is raised right before the character controller is actually moved in order to provide other systems the opportunity to
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/// move the character controller in response to things other than user input, such as movement of the HMD. See CharacterCameraConstraint.cs
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/// for an example of this.
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/// </summary>
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public event Action PreCharacterMove;
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/// <summary>
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/// When true, user input will be applied to linear movement. Set this to false whenever the player controller needs to ignore input for
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/// linear movement.
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/// </summary>
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public bool EnableLinearMovement = true;
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/// <summary>
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/// When true, user input will be applied to rotation. Set this to false whenever the player controller needs to ignore input for rotation.
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/// </summary>
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public bool EnableRotation = true;
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/// <summary>
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/// Rotation defaults to secondary thumbstick. You can allow either here. Note that this won't behave well if EnableLinearMovement is true.
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/// </summary>
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public bool RotationEitherThumbstick = false;
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protected CharacterController Controller = null;
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protected OVRCameraRig CameraRig = null;
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private float MoveScale = 1.0f;
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private Vector3 MoveThrottle = Vector3.zero;
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private float FallSpeed = 0.0f;
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private OVRPose? InitialPose;
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public float InitialYRotation { get; private set; }
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private float MoveScaleMultiplier = 1.0f;
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private float RotationScaleMultiplier = 1.0f;
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private bool SkipMouseRotation = true; // It is rare to want to use mouse movement in VR, so ignore the mouse by default.
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private bool HaltUpdateMovement = false;
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private bool prevHatLeft = false;
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private bool prevHatRight = false;
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private float SimulationRate = 60f;
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private float buttonRotation = 0f;
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private bool ReadyToSnapTurn; // Set to true when a snap turn has occurred, code requires one frame of centered thumbstick to enable another snap turn.
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private bool playerControllerEnabled = false;
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void Start()
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{
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// Add eye-depth as a camera offset from the player controller
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var p = CameraRig.transform.localPosition;
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p.z = OVRManager.profile.eyeDepth;
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CameraRig.transform.localPosition = p;
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}
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void Awake()
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{
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Controller = gameObject.GetComponent<CharacterController>();
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if (Controller == null)
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Debug.LogWarning("OVRPlayerController: No CharacterController attached.");
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// We use OVRCameraRig to set rotations to cameras,
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// and to be influenced by rotation
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OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren<OVRCameraRig>();
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if (CameraRigs.Length == 0)
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Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached.");
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else if (CameraRigs.Length > 1)
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Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached.");
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else
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CameraRig = CameraRigs[0];
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InitialYRotation = transform.rotation.eulerAngles.y;
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}
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void OnEnable()
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{
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}
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void OnDisable()
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{
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if (playerControllerEnabled)
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{
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OVRManager.display.RecenteredPose -= ResetOrientation;
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if (CameraRig != null)
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{
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CameraRig.UpdatedAnchors -= UpdateTransform;
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}
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playerControllerEnabled = false;
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}
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}
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void Update()
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{
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if (!playerControllerEnabled)
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{
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if (OVRManager.OVRManagerinitialized)
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{
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OVRManager.display.RecenteredPose += ResetOrientation;
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if (CameraRig != null)
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{
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CameraRig.UpdatedAnchors += UpdateTransform;
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}
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playerControllerEnabled = true;
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}
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else
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return;
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}
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//todo: enable for Unity Input System
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#if ENABLE_LEGACY_INPUT_MANAGER
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//Use keys to ratchet rotation
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if (Input.GetKeyDown(KeyCode.Q))
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buttonRotation -= RotationRatchet;
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if (Input.GetKeyDown(KeyCode.E))
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buttonRotation += RotationRatchet;
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#endif
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}
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protected virtual void UpdateController()
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{
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if (useProfileData)
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{
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if (InitialPose == null)
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{
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// Save the initial pose so it can be recovered if useProfileData
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// is turned off later.
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InitialPose = new OVRPose()
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{
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position = CameraRig.transform.localPosition,
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orientation = CameraRig.transform.localRotation
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};
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}
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var p = CameraRig.transform.localPosition;
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if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.EyeLevel)
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{
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p.y = OVRManager.profile.eyeHeight - (0.5f * Controller.height) + Controller.center.y;
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}
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else if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.FloorLevel)
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{
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p.y = -(0.5f * Controller.height) + Controller.center.y;
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}
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CameraRig.transform.localPosition = p;
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}
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else if (InitialPose != null)
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{
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// Return to the initial pose if useProfileData was turned off at runtime
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CameraRig.transform.localPosition = InitialPose.Value.position;
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CameraRig.transform.localRotation = InitialPose.Value.orientation;
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InitialPose = null;
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}
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CameraHeight = CameraRig.centerEyeAnchor.localPosition.y;
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if (CameraUpdated != null)
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{
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CameraUpdated();
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}
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UpdateMovement();
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Vector3 moveDirection = Vector3.zero;
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float motorDamp = (1.0f + (Damping * SimulationRate * Time.deltaTime));
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MoveThrottle.x /= motorDamp;
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MoveThrottle.y = (MoveThrottle.y > 0.0f) ? (MoveThrottle.y / motorDamp) : MoveThrottle.y;
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MoveThrottle.z /= motorDamp;
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moveDirection += MoveThrottle * SimulationRate * Time.deltaTime;
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// Gravity
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if (Controller.isGrounded && FallSpeed <= 0)
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FallSpeed = ((Physics.gravity.y * (GravityModifier * 0.002f)));
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else
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FallSpeed += ((Physics.gravity.y * (GravityModifier * 0.002f)) * SimulationRate * Time.deltaTime);
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moveDirection.y += FallSpeed * SimulationRate * Time.deltaTime;
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if (Controller.isGrounded && MoveThrottle.y <= transform.lossyScale.y * 0.001f)
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{
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// Offset correction for uneven ground
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float bumpUpOffset = Mathf.Max(Controller.stepOffset, new Vector3(moveDirection.x, 0, moveDirection.z).magnitude);
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moveDirection -= bumpUpOffset * Vector3.up;
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}
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if (PreCharacterMove != null)
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{
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PreCharacterMove();
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Teleported = false;
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}
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Vector3 predictedXZ = Vector3.Scale((Controller.transform.localPosition + moveDirection), new Vector3(1, 0, 1));
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// Move contoller
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Controller.Move(moveDirection);
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Vector3 actualXZ = Vector3.Scale(Controller.transform.localPosition, new Vector3(1, 0, 1));
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if (predictedXZ != actualXZ)
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MoveThrottle += (actualXZ - predictedXZ) / (SimulationRate * Time.deltaTime);
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}
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public virtual void UpdateMovement()
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{
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//todo: enable for Unity Input System
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#if ENABLE_LEGACY_INPUT_MANAGER
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if (HaltUpdateMovement)
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return;
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if (EnableLinearMovement)
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{
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bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
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bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
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bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
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bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
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bool dpad_move = false;
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if (OVRInput.Get(OVRInput.Button.DpadUp))
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{
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moveForward = true;
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dpad_move = true;
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}
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if (OVRInput.Get(OVRInput.Button.DpadDown))
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{
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moveBack = true;
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dpad_move = true;
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}
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MoveScale = 1.0f;
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if ((moveForward && moveLeft) || (moveForward && moveRight) ||
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(moveBack && moveLeft) || (moveBack && moveRight))
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MoveScale = 0.70710678f;
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// No positional movement if we are in the air
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if (!Controller.isGrounded)
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MoveScale = 0.0f;
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MoveScale *= SimulationRate * Time.deltaTime;
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// Compute this for key movement
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float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
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// Run!
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if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
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moveInfluence *= 2.0f;
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Quaternion ort = transform.rotation;
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Vector3 ortEuler = ort.eulerAngles;
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ortEuler.z = ortEuler.x = 0f;
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ort = Quaternion.Euler(ortEuler);
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if (moveForward)
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MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward);
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if (moveBack)
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MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back);
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if (moveLeft)
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MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left);
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if (moveRight)
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MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right);
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moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
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#if !UNITY_ANDROID // LeftTrigger not avail on Android game pad
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moveInfluence *= 1.0f + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger);
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#endif
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Vector2 primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
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// If speed quantization is enabled, adjust the input to the number of fixed speed steps.
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if (FixedSpeedSteps > 0)
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{
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primaryAxis.y = Mathf.Round(primaryAxis.y * FixedSpeedSteps) / FixedSpeedSteps;
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primaryAxis.x = Mathf.Round(primaryAxis.x * FixedSpeedSteps) / FixedSpeedSteps;
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}
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if (primaryAxis.y > 0.0f)
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MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward);
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if (primaryAxis.y < 0.0f)
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MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.z * moveInfluence *
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BackAndSideDampen * Vector3.back);
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if (primaryAxis.x < 0.0f)
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MoveThrottle += ort * (Mathf.Abs(primaryAxis.x) * transform.lossyScale.x * moveInfluence *
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BackAndSideDampen * Vector3.left);
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if (primaryAxis.x > 0.0f)
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MoveThrottle += ort * (primaryAxis.x * transform.lossyScale.x * moveInfluence * BackAndSideDampen *
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Vector3.right);
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}
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if (EnableRotation)
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{
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Vector3 euler = RotateAroundGuardianCenter ? transform.rotation.eulerAngles : Vector3.zero;
|
||
|
float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier;
|
||
|
|
||
|
bool curHatLeft = OVRInput.Get(OVRInput.Button.PrimaryShoulder);
|
||
|
|
||
|
if (curHatLeft && !prevHatLeft)
|
||
|
euler.y -= RotationRatchet;
|
||
|
|
||
|
prevHatLeft = curHatLeft;
|
||
|
|
||
|
bool curHatRight = OVRInput.Get(OVRInput.Button.SecondaryShoulder);
|
||
|
|
||
|
if (curHatRight && !prevHatRight)
|
||
|
euler.y += RotationRatchet;
|
||
|
|
||
|
prevHatRight = curHatRight;
|
||
|
|
||
|
euler.y += buttonRotation;
|
||
|
buttonRotation = 0f;
|
||
|
|
||
|
|
||
|
#if !UNITY_ANDROID || UNITY_EDITOR
|
||
|
if (!SkipMouseRotation)
|
||
|
euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;
|
||
|
#endif
|
||
|
|
||
|
if (SnapRotation)
|
||
|
{
|
||
|
if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickLeft) ||
|
||
|
(RotationEitherThumbstick && OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)))
|
||
|
{
|
||
|
if (ReadyToSnapTurn)
|
||
|
{
|
||
|
euler.y -= RotationRatchet;
|
||
|
ReadyToSnapTurn = false;
|
||
|
}
|
||
|
}
|
||
|
else if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickRight) ||
|
||
|
(RotationEitherThumbstick && OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)))
|
||
|
{
|
||
|
if (ReadyToSnapTurn)
|
||
|
{
|
||
|
euler.y += RotationRatchet;
|
||
|
ReadyToSnapTurn = false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ReadyToSnapTurn = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector2 secondaryAxis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
|
||
|
if (RotationEitherThumbstick)
|
||
|
{
|
||
|
Vector2 altSecondaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
|
||
|
if (secondaryAxis.sqrMagnitude < altSecondaryAxis.sqrMagnitude)
|
||
|
{
|
||
|
secondaryAxis = altSecondaryAxis;
|
||
|
}
|
||
|
}
|
||
|
euler.y += secondaryAxis.x * rotateInfluence;
|
||
|
}
|
||
|
|
||
|
if (RotateAroundGuardianCenter)
|
||
|
{
|
||
|
transform.rotation = Quaternion.Euler(euler);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
transform.RotateAround(CameraRig.centerEyeAnchor.position, Vector3.up, euler.y);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// Invoked by OVRCameraRig's UpdatedAnchors callback. Allows the Hmd rotation to update the facing direction of the player.
|
||
|
/// </summary>
|
||
|
public void UpdateTransform(OVRCameraRig rig)
|
||
|
{
|
||
|
Transform root = CameraRig.trackingSpace;
|
||
|
Transform centerEye = CameraRig.centerEyeAnchor;
|
||
|
|
||
|
if (HmdRotatesY && !Teleported)
|
||
|
{
|
||
|
Vector3 prevPos = root.position;
|
||
|
Quaternion prevRot = root.rotation;
|
||
|
|
||
|
transform.rotation = Quaternion.Euler(0.0f, centerEye.rotation.eulerAngles.y, 0.0f);
|
||
|
|
||
|
root.position = prevPos;
|
||
|
root.rotation = prevRot;
|
||
|
}
|
||
|
|
||
|
UpdateController();
|
||
|
if (TransformUpdated != null)
|
||
|
{
|
||
|
TransformUpdated(root);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Jump! Must be enabled manually.
|
||
|
/// </summary>
|
||
|
public bool Jump()
|
||
|
{
|
||
|
if (!Controller.isGrounded)
|
||
|
return false;
|
||
|
|
||
|
MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Stop this instance.
|
||
|
/// </summary>
|
||
|
public void Stop()
|
||
|
{
|
||
|
Controller.Move(Vector3.zero);
|
||
|
MoveThrottle = Vector3.zero;
|
||
|
FallSpeed = 0.0f;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the move scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
|
||
|
public void GetMoveScaleMultiplier(ref float moveScaleMultiplier)
|
||
|
{
|
||
|
moveScaleMultiplier = MoveScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the move scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
|
||
|
public void SetMoveScaleMultiplier(float moveScaleMultiplier)
|
||
|
{
|
||
|
MoveScaleMultiplier = moveScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the rotation scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
|
||
|
public void GetRotationScaleMultiplier(ref float rotationScaleMultiplier)
|
||
|
{
|
||
|
rotationScaleMultiplier = RotationScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the rotation scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
|
||
|
public void SetRotationScaleMultiplier(float rotationScaleMultiplier)
|
||
|
{
|
||
|
RotationScaleMultiplier = rotationScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the allow mouse rotation.
|
||
|
/// </summary>
|
||
|
/// <param name="skipMouseRotation">Allow mouse rotation.</param>
|
||
|
public void GetSkipMouseRotation(ref bool skipMouseRotation)
|
||
|
{
|
||
|
skipMouseRotation = SkipMouseRotation;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the allow mouse rotation.
|
||
|
/// </summary>
|
||
|
/// <param name="skipMouseRotation">If set to <c>true</c> allow mouse rotation.</param>
|
||
|
public void SetSkipMouseRotation(bool skipMouseRotation)
|
||
|
{
|
||
|
SkipMouseRotation = skipMouseRotation;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the halt update movement.
|
||
|
/// </summary>
|
||
|
/// <param name="haltUpdateMovement">Halt update movement.</param>
|
||
|
public void GetHaltUpdateMovement(ref bool haltUpdateMovement)
|
||
|
{
|
||
|
haltUpdateMovement = HaltUpdateMovement;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the halt update movement.
|
||
|
/// </summary>
|
||
|
/// <param name="haltUpdateMovement">If set to <c>true</c> halt update movement.</param>
|
||
|
public void SetHaltUpdateMovement(bool haltUpdateMovement)
|
||
|
{
|
||
|
HaltUpdateMovement = haltUpdateMovement;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resets the player look rotation when the device orientation is reset.
|
||
|
/// </summary>
|
||
|
public void ResetOrientation()
|
||
|
{
|
||
|
if (HmdResetsY && !HmdRotatesY)
|
||
|
{
|
||
|
Vector3 euler = transform.rotation.eulerAngles;
|
||
|
euler.y = InitialYRotation;
|
||
|
transform.rotation = Quaternion.Euler(euler);
|
||
|
}
|
||
|
}
|
||
|
}
|