Unity HTC VIVE Teleportation
本文关键字:Teleportation VIVE HTC Unity | 更新日期: 2023-09-27 17:57:59
我正在为HTC VIVE开发,并试图创建一个传送脚本,当用户抓取某个对象时,该脚本将允许用户传送到某个位置(由我预定义)。我目前有一个传送码,它的工作原理就像普通的传送机,用户指向一个位置,房间就会移动到那个位置。我修改了这个,这样无论用户指向哪里,他们都会传送到特定的位置。这是第一步,但我真的很想在用户拿起某个物体时触发这种传送,有人知道在哪里或如何做到这一点吗?
这是修改后的传送机的代码:
namespace VRTK{
using UnityEngine;
using System.Collections;
public delegate void TeleportEventHandler(object sender, DestinationMarkerEventArgs e);
public class VRTK_BasicTeleport : MonoBehaviour
{
public float blinkTransitionSpeed = 0.6f;
[Range(0f, 32f)]
public float distanceBlinkDelay = 0f;
public bool headsetPositionCompensation = true;
public string ignoreTargetWithTagOrClass;
public bool limitToNavMesh = false;
public event TeleportEventHandler Teleporting;
public event TeleportEventHandler Teleported;
protected Transform eyeCamera;
protected bool adjustYForTerrain = false;
protected bool enableTeleport = true;
private float blinkPause = 0f;
private float fadeInTime = 0f;
private float maxBlinkTransitionSpeed = 1.5f;
private float maxBlinkDistance = 33f;
public void InitDestinationSetListener(GameObject markerMaker)
{
if (markerMaker)
{
foreach (var worldMarker in markerMaker.GetComponents<VRTK_DestinationMarker>())
{
worldMarker.DestinationMarkerSet += new DestinationMarkerEventHandler(DoTeleport);
worldMarker.SetInvalidTarget(ignoreTargetWithTagOrClass);
worldMarker.SetNavMeshCheck(limitToNavMesh);
worldMarker.SetHeadsetPositionCompensation(headsetPositionCompensation);
}
}
}
protected virtual void Start()
{
Utilities.SetPlayerObject(this.gameObject, VRTK_PlayerObject.ObjectTypes.CameraRig);
adjustYForTerrain = false;
eyeCamera = Utilities.AddCameraFade();
InitDestinationMarkerListeners();
InitHeadsetCollisionListener();
enableTeleport = true;
}
protected void OnTeleporting(object sender, DestinationMarkerEventArgs e)
{
if (Teleporting != null)
Teleporting(this, e);
}
protected void OnTeleported(object sender, DestinationMarkerEventArgs e)
{
if (Teleported != null)
Teleported(this, e);
}
protected virtual void Blink(float transitionSpeed)
{
fadeInTime = transitionSpeed;
SteamVR_Fade.Start(Color.black, 0);
Invoke("ReleaseBlink", blinkPause);
}
protected virtual bool ValidLocation(Transform target)
{
//If the target is one of the player objects or a UI Canvas then it's never a valid location
if(target.GetComponent<VRTK_PlayerObject>() || target.GetComponent<VRTK_UIGraphicRaycaster>())
{
return false;
}
bool validNavMeshLocation = false;
if (target)
{
NavMeshHit hit;
validNavMeshLocation = NavMesh.SamplePosition(target.position, out hit, 1.0f, NavMesh.AllAreas);
}
if (!limitToNavMesh)
{
validNavMeshLocation = true;
}
return (validNavMeshLocation && target && target.tag != ignoreTargetWithTagOrClass && target.GetComponent(ignoreTargetWithTagOrClass) == null);
}
protected virtual void DoTeleport(object sender, DestinationMarkerEventArgs e)
{
if (enableTeleport && ValidLocation(e.target) && e.enableTeleport)
{
OnTeleporting(sender, e);
Vector3 newPosition = GetNewPosition(e.destinationPosition, e.target);
CalculateBlinkDelay(blinkTransitionSpeed, newPosition);
Blink(blinkTransitionSpeed);
SetNewPosition(newPosition, e.target);
OnTeleported(sender, e);
}
}
protected virtual void SetNewPosition(Vector3 position, Transform target)
{
this.transform.position = CheckTerrainCollision(position, target);
}
protected virtual Vector3 GetNewPosition(Vector3 tipPosition, Transform target)
{
float newX = 0;
float newY = 17;
float newZ = 0;
return new Vector3(newX, newY, newZ);
}
protected Vector3 CheckTerrainCollision(Vector3 position, Transform target)
{
if (adjustYForTerrain && target.GetComponent<Terrain>())
{
var terrainHeight = Terrain.activeTerrain.SampleHeight(position);
position.y = (terrainHeight > position.y ? position.y : terrainHeight);
}
return position;
}
private void CalculateBlinkDelay(float blinkSpeed, Vector3 newPosition)
{
blinkPause = 0f;
if (distanceBlinkDelay > 0f)
{
float distance = Vector3.Distance(this.transform.position, newPosition);
blinkPause = Mathf.Clamp((distance * blinkTransitionSpeed) / (maxBlinkDistance - distanceBlinkDelay), 0, maxBlinkTransitionSpeed);
blinkPause = (blinkSpeed <= 0.25 ? 0f : blinkPause);
}
}
private void ReleaseBlink()
{
SteamVR_Fade.Start(Color.clear, fadeInTime);
fadeInTime = 0f;
}
private void InitDestinationMarkerListeners()
{
var controllerManager = GameObject.FindObjectOfType<SteamVR_ControllerManager>();
InitDestinationSetListener(controllerManager.left);
InitDestinationSetListener(controllerManager.right);
foreach (var destinationMarker in GameObject.FindObjectsOfType<VRTK_DestinationMarker>())
{
if (destinationMarker.gameObject != controllerManager.left && destinationMarker.gameObject != controllerManager.right)
{
InitDestinationSetListener(destinationMarker.gameObject);
}
}
}
private void InitHeadsetCollisionListener()
{
var headset = GameObject.FindObjectOfType<VRTK_HeadsetCollisionFade>();
if (headset)
{
headset.HeadsetCollisionDetect += new HeadsetCollisionEventHandler(DisableTeleport);
headset.HeadsetCollisionEnded += new HeadsetCollisionEventHandler(EnableTeleport);
}
}
private void DisableTeleport(object sender, HeadsetCollisionEventArgs e)
{
enableTeleport = false;
}
private void EnableTeleport(object sender, HeadsetCollisionEventArgs e)
{
enableTeleport = true;
}
}
这是指针的代码:
namespace VRTK{
using UnityEngine;
using System.Collections;
public class VRTK_BezierPointer : VRTK_WorldPointer
{
public float pointerLength = 10f;
public int pointerDensity = 10;
public bool showPointerCursor = true;
public float pointerCursorRadius = 0.5f;
public float beamCurveOffset = 1f;
public GameObject customPointerTracer;
public GameObject customPointerCursor;
public LayerMask layersToIgnore = Physics.IgnoreRaycastLayer;
private GameObject projectedBeamContainer;
private GameObject projectedBeamForward;
private GameObject projectedBeamJoint;
private GameObject projectedBeamDown;
private GameObject pointerCursor;
private GameObject curvedBeamContainer;
private CurveGenerator curvedBeam;
// Use this for initialization
protected override void Start()
{
base.Start();
InitProjectedBeams();
InitPointer();
TogglePointer(false);
}
protected override void Update()
{
base.Update();
if (projectedBeamForward.gameObject.activeSelf)
{
ProjectForwardBeam();
ProjectDownBeam();
DisplayCurvedBeam();
SetPointerCursor();
}
}
protected override void InitPointer()
{
pointerCursor = (customPointerCursor ? Instantiate(customPointerCursor) : CreateCursor());
pointerCursor.name = string.Format("[{0}]WorldPointer_BezierPointer_PointerCursor", this.gameObject.name);
Utilities.SetPlayerObject(pointerCursor, VRTK_PlayerObject.ObjectTypes.Pointer);
pointerCursor.layer = LayerMask.NameToLayer("Ignore Raycast");
pointerCursor.SetActive(false);
curvedBeamContainer = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_CurvedBeamContainer", this.gameObject.name));
Utilities.SetPlayerObject(curvedBeamContainer, VRTK_PlayerObject.ObjectTypes.Pointer);
curvedBeamContainer.SetActive(false);
curvedBeam = curvedBeamContainer.gameObject.AddComponent<CurveGenerator>();
curvedBeam.transform.parent = null;
curvedBeam.Create(pointerDensity, pointerCursorRadius, customPointerTracer);
base.InitPointer();
}
protected override void SetPointerMaterial()
{
if (pointerCursor.GetComponent<Renderer>())
{
pointerCursor.GetComponent<Renderer>().material = pointerMaterial;
}
foreach (Renderer mr in pointerCursor.GetComponentsInChildren<Renderer>())
{
mr.material = pointerMaterial;
}
base.SetPointerMaterial();
}
protected override void TogglePointer(bool state)
{
state = (pointerVisibility == pointerVisibilityStates.Always_On ? true : state);
projectedBeamForward.gameObject.SetActive(state);
projectedBeamJoint.gameObject.SetActive(state);
projectedBeamDown.SetActive(state);
}
protected override void DisablePointerBeam(object sender, ControllerInteractionEventArgs e)
{
base.DisablePointerBeam(sender, e);
TogglePointerCursor(false);
curvedBeam.TogglePoints(false);
}
protected override void OnDestroy()
{
base.OnDestroy();
if (projectedBeamDown != null)
{
Destroy(projectedBeamDown);
}
if (pointerCursor != null)
{
Destroy(pointerCursor);
}
if (curvedBeam != null)
{
Destroy(curvedBeam);
}
if (projectedBeamContainer != null)
{
Destroy(projectedBeamContainer);
}
if (curvedBeamContainer != null)
{
Destroy(curvedBeamContainer);
}
}
private GameObject CreateCursor()
{
var cursorYOffset = 0.02f;
var cursor = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cursor.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
cursor.GetComponent<MeshRenderer>().receiveShadows = false;
cursor.transform.localScale = new Vector3(pointerCursorRadius, cursorYOffset, pointerCursorRadius);
Destroy(cursor.GetComponent<CapsuleCollider>());
return cursor;
}
private void TogglePointerCursor(bool state)
{
var pointerCursorState = (showPointerCursor && state ? showPointerCursor : false);
var playAreaCursorState = (showPlayAreaCursor && state ? showPlayAreaCursor : false);
pointerCursor.gameObject.SetActive(pointerCursorState);
base.TogglePointer(playAreaCursorState);
}
private void InitProjectedBeams()
{
projectedBeamContainer = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamContainer", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamContainer, VRTK_PlayerObject.ObjectTypes.Pointer);
projectedBeamContainer.transform.parent = this.transform;
projectedBeamContainer.transform.localPosition = Vector3.zero;
projectedBeamForward = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamForward", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamForward, VRTK_PlayerObject.ObjectTypes.Pointer);
projectedBeamForward.transform.parent = projectedBeamContainer.transform;
projectedBeamJoint = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamJoint", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamJoint, VRTK_PlayerObject.ObjectTypes.Pointer);
projectedBeamJoint.transform.parent = projectedBeamContainer.transform;
projectedBeamJoint.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
projectedBeamDown = new GameObject(string.Format("[{0}]WorldPointer_BezierPointer_ProjectedBeamDown", this.gameObject.name));
Utilities.SetPlayerObject(projectedBeamDown, VRTK_PlayerObject.ObjectTypes.Pointer);
}
private float GetForwardBeamLength()
{
var actualLength = pointerLength;
Ray pointerRaycast = new Ray(transform.position, transform.forward);
RaycastHit collidedWith;
var hasRayHit = Physics.Raycast(pointerRaycast, out collidedWith, pointerLength, ~layersToIgnore);
//reset if beam not hitting or hitting new target
if (!hasRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
pointerContactDistance = 0f;
}
//check if beam has hit a new target
if (hasRayHit)
{
pointerContactDistance = collidedWith.distance;
}
//adjust beam length if something is blocking it
if (hasRayHit && pointerContactDistance < pointerLength)
{
actualLength = pointerContactDistance;
}
return actualLength;
}
private void ProjectForwardBeam()
{
var setThicknes = 0.01f;
var setLength = GetForwardBeamLength();
//if the additional decimal isn't added then the beam position glitches
var beamPosition = setLength / (2 + 0.00001f);
projectedBeamForward.transform.localScale = new Vector3(setThicknes, setThicknes, setLength);
projectedBeamForward.transform.localPosition = new Vector3(0f, 0f, beamPosition);
projectedBeamJoint.transform.localPosition = new Vector3(0f, 0f, setLength - (projectedBeamJoint.transform.localScale.z / 2));
projectedBeamContainer.transform.localRotation = Quaternion.identity;
}
private void ProjectDownBeam()
{
projectedBeamDown.transform.position = new Vector3(projectedBeamJoint.transform.position.x, projectedBeamJoint.transform.position.y, projectedBeamJoint.transform.position.z);
Ray projectedBeamDownRaycast = new Ray(projectedBeamDown.transform.position, Vector3.down);
RaycastHit collidedWith;
var downRayHit = Physics.Raycast(projectedBeamDownRaycast, out collidedWith, float.PositiveInfinity, ~layersToIgnore);
if (!downRayHit || (pointerContactTarget && pointerContactTarget != collidedWith.transform))
{
if (pointerContactTarget != null)
{
base.PointerOut();
}
pointerContactTarget = null;
destinationPosition = Vector3.zero;
}
if (downRayHit)
{
projectedBeamDown.transform.position = new Vector3(projectedBeamJoint.transform.position.x, projectedBeamJoint.transform.position.y - collidedWith.distance, projectedBeamJoint.transform.position.z);
projectedBeamDown.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
pointerContactTarget = collidedWith.transform;
destinationPosition = projectedBeamDown.transform.position;
base.PointerIn();
}
}
private void SetPointerCursor()
{
if (pointerContactTarget != null)
{
TogglePointerCursor(true);
pointerCursor.transform.position = projectedBeamDown.transform.position;
base.SetPlayAreaCursorTransform(pointerCursor.transform.position);
UpdatePointerMaterial(pointerHitColor);
}
else
{
TogglePointerCursor(false);
UpdatePointerMaterial(pointerMissColor);
}
}
private void DisplayCurvedBeam()
{
Vector3[] beamPoints = new Vector3[]
{
this.transform.position,
projectedBeamJoint.transform.position + new Vector3(0f, beamCurveOffset, 0f),
projectedBeamDown.transform.position,
projectedBeamDown.transform.position,
};
curvedBeam.SetPoints(beamPoints, pointerMaterial);
if (pointerVisibility != pointerVisibilityStates.Always_Off)
{
curvedBeam.TogglePoints(true);
}
}
}
}
您是如何挑选对象的。你是使用某种光线投射还是只是在碰撞时拾取?然而,当物体被拾取时,无论你想做什么触发传送,都应该像从你用来拾取物体的任何脚本中调用传送脚本一样简单。例如:
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag ("Pick Up"))
{
<<call your teleport script here>>
}
}
Unity有非常好的脚本文档,你可以找到很多解释基本知识的教程,即使你看过其中一个,你也应该能够相对轻松地做任何你想做的事情。