da11ac7abc
Add Touch Panel Air Wall Add Light Strength Slider Fix some config panel slider issues Add .blend file for cab Fix small shader issue
95 lines
3.2 KiB
C#
95 lines
3.2 KiB
C#
using TMPro;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
public class HandFollowManager : MonoBehaviour
|
|
{
|
|
public GameObject Target;
|
|
public Transform Center;
|
|
public CEnum.handStabilization Mode;
|
|
public float VelocityThreshold = 0.1f;
|
|
private Rigidbody currentRigidbody;
|
|
private Rigidbody TargetRigidbody;
|
|
private Vector3 previousPosition;
|
|
|
|
|
|
private void Start()
|
|
{
|
|
TargetRigidbody = Target.GetComponent<Rigidbody>();
|
|
currentRigidbody = GetComponent<Rigidbody>();
|
|
|
|
var modeWidget = ConfigManager.GetConfigPanelWidget("HandTrackingMode");
|
|
var threshWidget = ConfigManager.GetConfigPanelWidget("Threshold");
|
|
|
|
var modeDropdown = modeWidget.GetComponent<TMP_Dropdown>();
|
|
var threshSlider = threshWidget.GetComponent<Slider>();
|
|
|
|
modeDropdown.onValueChanged.AddListener((int value) => {
|
|
VelocityThreshold = ConfigManager.config.Threshold;
|
|
Mode = (CEnum.handStabilization)value;
|
|
switch (Mode)
|
|
{
|
|
case CEnum.handStabilization.None:
|
|
currentRigidbody.isKinematic = true;
|
|
break;
|
|
case CEnum.handStabilization.Physics:
|
|
currentRigidbody.isKinematic = false;
|
|
break;
|
|
case CEnum.handStabilization.Velocity:
|
|
currentRigidbody.isKinematic = true;
|
|
break;
|
|
}
|
|
});
|
|
|
|
threshSlider.onValueChanged.AddListener((float value) => {
|
|
VelocityThreshold = value;
|
|
});
|
|
|
|
modeDropdown.onValueChanged?.Invoke(modeDropdown.value);
|
|
threshSlider.onValueChanged?.Invoke(threshSlider.value);
|
|
}
|
|
|
|
private void VelocityTracking()
|
|
{
|
|
Vector3 velocity = (Target.transform.position - previousPosition) / Time.deltaTime;
|
|
if (velocity.magnitude > VelocityThreshold)
|
|
{
|
|
transform.position = Target.transform.position;
|
|
//PhysicsMove(Target.transform);
|
|
}
|
|
previousPosition = Target.transform.position;
|
|
}
|
|
|
|
private void PhysicsMove(Transform targetTransform)
|
|
{
|
|
currentRigidbody.velocity = (targetTransform.position - transform.position) / Time.fixedDeltaTime;
|
|
|
|
Quaternion rotationDelta = targetTransform.rotation * Quaternion.Inverse(transform.rotation);
|
|
rotationDelta.ToAngleAxis(out float angle, out Vector3 axis);
|
|
|
|
Vector3 rotationDeltaInDegrees = angle * axis;
|
|
currentRigidbody.angularVelocity = rotationDeltaInDegrees * Mathf.Deg2Rad / Time.fixedDeltaTime;
|
|
}
|
|
private void Update()
|
|
{
|
|
gameObject.transform.localScale = Target.transform.localScale;
|
|
}
|
|
|
|
private void FixedUpdate()
|
|
{
|
|
switch (Mode)
|
|
{
|
|
case CEnum.handStabilization.None:
|
|
transform.position = Target.transform.position;
|
|
break;
|
|
case CEnum.handStabilization.Physics:
|
|
//transform.position = Target.transform.position;
|
|
PhysicsMove(Target.transform);
|
|
break;
|
|
case CEnum.handStabilization.Velocity:
|
|
VelocityTracking();
|
|
break;
|
|
}
|
|
}
|
|
}
|