I_Jemin

Done: VR Eye UI interaction

Add demo object for VR eye interaction
This diff could not be displayed because it is too large.
1 +fileFormatVersion: 2
2 +guid: 14f7e3e1cdfe84d9e863cb8db7ef6a9f
3 +folderAsset: yes
4 +timeCreated: 1512283602
5 +licenseType: Pro
6 +DefaultImporter:
7 + externalObjects: {}
8 + userData:
9 + assetBundleName:
10 + assetBundleVariant:
1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +using UnityEngine.UI;
5 +
6 +public class ColorChanage : MonoBehaviour {
7 +
8 + public Image target;
9 +
10 + public void SetWhite()
11 + {
12 + target.color = Color.white;
13 + }
14 +
15 + public void SetRed()
16 + {
17 + target.color = Color.red;
18 + }
19 +
20 + public void SetRandomColor()
21 + {
22 + target.color = Random.ColorHSV();
23 + }
24 +}
1 fileFormatVersion: 2 1 fileFormatVersion: 2
2 -guid: 133d0a875b0a248f78d1a42196c9f49a 2 +guid: 2d6c2dd67ddb4436cabe16ca3449ade3
3 -timeCreated: 1512274876 3 +timeCreated: 1512280867
4 licenseType: Pro 4 licenseType: Pro
5 MonoImporter: 5 MonoImporter:
6 externalObjects: {} 6 externalObjects: {}
......
...@@ -118,8 +118,7 @@ public class Gun : MonoBehaviour ...@@ -118,8 +118,7 @@ public class Gun : MonoBehaviour
118 // 찍어내기(찍어낼 피탄효과 원본, 위치, 회전) 118 // 찍어내기(찍어낼 피탄효과 원본, 위치, 회전)
119 // Quaternion.LookRotation(방향) => 해당 방향을 보는 쪽으로 회전을 만들어줌 119 // Quaternion.LookRotation(방향) => 해당 방향을 보는 쪽으로 회전을 만들어줌
120 // hit.normal = 충돌각 (정확하게는 충돌한 표면이 바라보는 방향) 120 // hit.normal = 충돌각 (정확하게는 충돌한 표면이 바라보는 방향)
121 - GameObject impactInstance 121 + Instantiate(impactPrefab, hit.point, Quaternion.LookRotation(hit.normal));
122 - = Instantiate(impactPrefab, hit.point, Quaternion.LookRotation(hit.normal));
123 122
124 // 만약 상대방이 IDamageable 로서 가져와진다면... 123 // 만약 상대방이 IDamageable 로서 가져와진다면...
125 // 상대방이 무조건 IDamageable 이 강제하는 124 // 상대방이 무조건 IDamageable 이 강제하는
......
...@@ -5,7 +5,7 @@ using UnityEngine; ...@@ -5,7 +5,7 @@ using UnityEngine;
5 // VR 컨트롤러의 인풋을 받아 Gun 을 제어하는 스크립트 5 // VR 컨트롤러의 인풋을 받아 Gun 을 제어하는 스크립트
6 public class GunController : MonoBehaviour { 6 public class GunController : MonoBehaviour {
7 7
8 - /* VR 입력을 받아 처리해야 하는 클래스는 VRInputController 싱긑톤의 두 함수만 체크 하면 된다 */ 8 + /* VR 입력을 받아 처리해야 하는 클래스는 VRInput의 두 함수만 체크 하면 된다 */
9 // 단 두개의 함수 GetGripButton 와 GetTriggerButton 9 // 단 두개의 함수 GetGripButton 와 GetTriggerButton
10 10
11 public Gun gun; 11 public Gun gun;
......
1 -using UnityEngine;
2 -using UnityEngine.UI;
3 -
4 -
5 -public class Reticle : MonoBehaviour
6 -{
7 - [SerializeField] private float m_DefaultDistance = 5f; // The default distance away from the camera the reticle is placed.
8 - [SerializeField] private bool m_UseNormal; // Whether the reticle should be placed parallel to a surface.
9 - [SerializeField] private Image m_Image; // Reference to the image component that represents the reticle.
10 - [SerializeField] private Transform m_ReticleTransform; // We need to affect the reticle's transform.
11 - [SerializeField] private Transform m_Camera; // The reticle is always placed relative to the camera.
12 -
13 -
14 - private Vector3 m_OriginalScale; // Since the scale of the reticle changes, the original scale needs to be stored.
15 - private Quaternion m_OriginalRotation; // Used to store the original rotation of the reticle.
16 -
17 -
18 - public bool UseNormal
19 - {
20 - get { return m_UseNormal; }
21 - set { m_UseNormal = value; }
22 - }
23 -
24 -
25 - public Transform ReticleTransform { get { return m_ReticleTransform; } }
26 -
27 -
28 - private void Awake()
29 - {
30 - // Store the original scale and rotation.
31 - m_OriginalScale = m_ReticleTransform.localScale;
32 - m_OriginalRotation = m_ReticleTransform.localRotation;
33 - }
34 -
35 -
36 - public void Hide()
37 - {
38 - m_Image.enabled = false;
39 - }
40 -
41 -
42 - public void Show()
43 - {
44 - m_Image.enabled = true;
45 - }
46 -
47 -
48 - // This overload of SetPosition is used when the the VREyeRaycaster hasn't hit anything.
49 - public void SetPosition ()
50 - {
51 - // Set the position of the reticle to the default distance in front of the camera.
52 - m_ReticleTransform.position = m_Camera.position + m_Camera.forward * m_DefaultDistance;
53 -
54 - // Set the scale based on the original and the distance from the camera.
55 - m_ReticleTransform.localScale = m_OriginalScale * m_DefaultDistance;
56 -
57 - // The rotation should just be the default.
58 - m_ReticleTransform.localRotation = m_OriginalRotation;
59 - }
60 -
61 -
62 - // This overload of SetPosition is used when the VREyeRaycaster has hit something.
63 - public void SetPosition (RaycastHit hit)
64 - {
65 - m_ReticleTransform.position = hit.point;
66 - m_ReticleTransform.localScale = m_OriginalScale * hit.distance;
67 -
68 - // If the reticle should use the normal of what has been hit...
69 - if (m_UseNormal)
70 - // ... set it's rotation based on it's forward vector facing along the normal.
71 - m_ReticleTransform.rotation = Quaternion.FromToRotation (Vector3.forward, hit.normal);
72 - else
73 - // However if it isn't using the normal then it's local rotation should be as it was originally.
74 - m_ReticleTransform.localRotation = m_OriginalRotation;
75 - }
76 -}
...@@ -9,7 +9,6 @@ public class VREyeRaycaster : MonoBehaviour ...@@ -9,7 +9,6 @@ public class VREyeRaycaster : MonoBehaviour
9 9
10 [SerializeField] private Transform m_Camera; 10 [SerializeField] private Transform m_Camera;
11 [SerializeField] public LayerMask m_ExclusionLayers; // Layers to exclude from the raycast. 11 [SerializeField] public LayerMask m_ExclusionLayers; // Layers to exclude from the raycast.
12 - [SerializeField] private Reticle m_Reticle; // The reticle, if applicable.
13 [SerializeField] private float m_RayLength = 500f; 12 [SerializeField] private float m_RayLength = 500f;
14 [SerializeField] private bool m_ShowDebugRay; // Optionally show the debug ray. [SerializeField] private float m_RayLength = 500f; // How far into the scene the ray is cast. 13 [SerializeField] private bool m_ShowDebugRay; // Optionally show the debug ray. [SerializeField] private float m_RayLength = 500f; // How far into the scene the ray is cast.
15 14
...@@ -21,6 +20,16 @@ public class VREyeRaycaster : MonoBehaviour ...@@ -21,6 +20,16 @@ public class VREyeRaycaster : MonoBehaviour
21 void Update() 20 void Update()
22 { 21 {
23 EyeRaycast(); 22 EyeRaycast();
23 +
24 + if(VRInput.GetTriggerButton(VRInput.Hand.Right))
25 + {
26 + // Xbox 나 VR 컨트롤러의 'A' 키를 누르면 인터렉터블 오브젝트의 OnClick 이벤트를 발동시킴
27 + // TODO: VR 컨트롤러의 트리거 버튼 클릭으로 대체
28 + if(m_CurrentInteractible && Input.GetButtonDown("Fire1"))
29 + {
30 + m_CurrentInteractible.OnClick();
31 + }
32 + }
24 } 33 }
25 34
26 35
...@@ -50,22 +59,18 @@ public class VREyeRaycaster : MonoBehaviour ...@@ -50,22 +59,18 @@ public class VREyeRaycaster : MonoBehaviour
50 m_LastInteractible = interactible; 59 m_LastInteractible = interactible;
51 } 60 }
52 61
53 -
54 - // Something was hit, set at the hit position.
55 - if (m_Reticle)
56 - m_Reticle.SetPosition(hit);
57 -
58 if (OnRaycasthit != null) 62 if (OnRaycasthit != null)
59 OnRaycasthit(hit); 63 OnRaycasthit(hit);
60 } 64 }
61 else 65 else
62 { 66 {
67 + if(m_LastInteractible && m_CurrentInteractible)
68 + {
69 + m_LastInteractible.OnVREyeExit();
70 + }
71 +
63 m_LastInteractible = null; 72 m_LastInteractible = null;
64 m_CurrentInteractible = null; 73 m_CurrentInteractible = null;
65 -
66 - // Position the reticle at default distance.
67 - if (m_Reticle)
68 - m_Reticle.SetPosition();
69 } 74 }
70 } 75 }
71 } 76 }
......
...@@ -95,4 +95,6 @@ public static class VRInput { ...@@ -95,4 +95,6 @@ public static class VRInput {
95 95
96 return false; 96 return false;
97 } 97 }
98 +
99 + //TODO GetTriggerDown 과 GetTriggerUp 만들기
98 } 100 }
......
...@@ -6,18 +6,26 @@ using UnityEngine.Events; ...@@ -6,18 +6,26 @@ using UnityEngine.Events;
6 public class VRInteratable : MonoBehaviour { 6 public class VRInteratable : MonoBehaviour {
7 7
8 [SerializeField] 8 [SerializeField]
9 - private UnityEvent onVRTriggerClick; 9 + private UnityEvent onClick;
10 10
11 [SerializeField] 11 [SerializeField]
12 private UnityEvent onVREyeEnter; 12 private UnityEvent onVREyeEnter;
13 13
14 - public void OnTriggerClick() 14 + [SerializeField]
15 + private UnityEvent onVREyeExit;
16 +
17 + public void OnClick()
15 { 18 {
16 - onVRTriggerClick.Invoke(); 19 + onClick.Invoke();
17 } 20 }
18 21
19 public void OnVREyeEnter() 22 public void OnVREyeEnter()
20 { 23 {
21 onVREyeEnter.Invoke(); 24 onVREyeEnter.Invoke();
22 } 25 }
26 +
27 + public void OnVREyeExit()
28 + {
29 + onVREyeExit.Invoke();
30 + }
23 } 31 }
......