95 lines
3.4 KiB
C#
95 lines
3.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Valve.VR.InteractionSystem;
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[RequireComponent(typeof(Collider))]
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public class Backpack : MonoBehaviour {
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private class HapticPulse {
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public Hand Hand;
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public ushort Duration;
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public HapticPulse(Hand hand, ushort duration = 2000) {
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Hand = hand;
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Duration = duration;
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}
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}
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public Hand.AttachmentFlags GrabFlags;
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public Hand[] Hands;
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public List<Throwable> Contents = new List<Throwable>();
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private Collider Collider;
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private List<HapticPulse> PulseQueue = new List<HapticPulse>(4);
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private float NextHapticTime = 0;
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private bool[] HandReminded = new bool[] { false, false };
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private void Awake() {
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Collider = GetComponent<Collider>();
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if (Hands.Length > HandReminded.Length) {
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Debug.LogError($"Backpack has >{HandReminded.Length} hands assigned, please update HandReminded accordingly.");
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}
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}
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private void Update() {
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for (int I = 0; I < Hands.Length; I++) {
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bool HandInBag = IsHandInBag(Hands[I]);
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if (!HandReminded[I] && HandInBag) {
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HandReminded[I] = true;
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if (PulseQueue.Count == 0) {
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PulseQueue.Add(new HapticPulse(Hands[I], 1000));
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}
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} else if (HandReminded[I] && !HandInBag) {
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HandReminded[I] = false;
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if (PulseQueue.Count == 0) {
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PulseQueue.Add(new HapticPulse(Hands[I], 500));
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}
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}
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}
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if (Time.time >= NextHapticTime && PulseQueue.Count > 0) {
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HapticPulse NextPulse = PulseQueue[0];
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// Note: using the microsecond-based haptic pulses to avoid Vive wands getting stuck vibrating.
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// Don't know why it happens, and didn't find much info by googling.
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NextPulse.Hand.TriggerHapticPulse(NextPulse.Duration);
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NextHapticTime = Time.time + Time.deltaTime;
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PulseQueue.RemoveAt(0);
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}
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}
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private bool IsHandInBag(Hand hand) {
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Vector3 DeltaFromBag = hand.transform.position - Collider.ClosestPoint(hand.transform.position);
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return DeltaFromBag.magnitude < hand.hoverSphereRadius;
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}
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public void Grab(Hand hand) {
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if (IsHandInBag(hand) && Contents.Count > 0) {
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int Index = Contents.Count - 1;
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Throwable Item = Contents[Index];
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Item.gameObject.SetActive(true);
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hand.AttachObject(Item.gameObject, hand.IsGrabbingWithType(GrabTypes.Pinch) ? GrabTypes.Pinch : GrabTypes.Grip, GrabFlags);
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Contents.RemoveAt(Index);
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PulseQueue.Clear();
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PulseQueue.Add(new HapticPulse(hand, 2_000));
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PulseQueue.Add(new HapticPulse(hand, 4_000));
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PulseQueue.Add(new HapticPulse(hand, 8_000));
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}
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}
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public void Store(Hand hand) {
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if (hand.currentAttachedObject != null) {
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Throwable Item = hand.currentAttachedObject.GetComponent<Throwable>();
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if (IsHandInBag(hand) && Item != null) {
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Contents.Add(Item);
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hand.DetachObject(Item.gameObject);
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Item.gameObject.SetActive(false);
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PulseQueue.Clear();
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PulseQueue.Add(new HapticPulse(hand, 15_000));
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}
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}
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}
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}
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