ProximityDetector.cs 7 KB
/******************************************************************************
 * Copyright (C) Leap Motion, Inc. 2011-2017.                                 *
 * Leap Motion proprietary and  confidential.                                 *
 *                                                                            *
 * Use subject to the terms of the Leap Motion SDK Agreement available at     *
 * https://developer.leapmotion.com/sdk_agreement, or another agreement       *
 * between Leap Motion and you, your company or other organization.           *
 ******************************************************************************/

using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;
using Leap.Unity.Attributes;

namespace Leap.Unity{

  /**
   * Detects when the parent GameObject is within the specified distance
   * of one of the target objects.
   * @since 4.1.2
   */
  public class ProximityDetector : Detector {
    /**
     * Dispatched when the proximity check succeeds.
     * The ProximityEvent object provides a reference to the proximate GameObject. 
     * @since 4.1.2
     */
    [Tooltip("Dispatched when close enough to a target.")]
    public ProximityEvent OnProximity;
    /**
     * The interval at which to check palm direction.
     * @since 4.1.2
     */
    [Units("seconds")]
    [MinValue(0)]
    [Tooltip("The interval in seconds at which to check this detector's conditions.")]
    public float Period = .1f; //seconds

    /**
     * The list of objects which can activate the detector by proximity.
     * @since 4.1.2
     */
    [Header("Detector Targets")]
    [Tooltip("The list of target objects.")]
    [DisableIf("UseLayersNotList", true)]
    public GameObject[] TargetObjects;

    /**
    * Include objects with the specified tag in the list of target objects.
    * Objects are not added dynamically, however, so objects spawned with the tag will
    * not be included.
    * @since 4.1.3
    */
    [Tooltip("Objects with this tag are added to the list of targets.")]
    [DisableIf("UseLayersNotList", true)]
    public string TagName = "";

    [Tooltip("Use a Layer instead of the target list.")]
    public bool UseLayersNotList = false;
    [Tooltip("The Layer containing the objects to check.")]
    [DisableIf("UseLayersNotList", false)]
    public LayerMask Layer;

    /**
     * The distance in meters between this game object and the target game object that
     * will pass the proximity check.
     * @since 4.1.2
     */
    [Header("Distance Settings")]
    [Tooltip("The target distance in meters to activate the detector.")]
    [MinValue(0)]
    public float OnDistance = .01f; //meters

    /**
     * The distance in meters between this game object and the target game object that
     * will turn off the detector. 
     * @since 4.1.2
     */
    [Tooltip("The distance in meters at which to deactivate the detector.")]
    public float OffDistance = .015f; //meters

    /**
     * The object that is close to the activated detector.
     * 
     * If more than one target object is within the required distance, it is
     * undefined which object will be current. Set to null when no targets
     * are close enough.
     * @since 4.1.2
     */
    public GameObject CurrentObject { get { return _currentObj; } }
    /** Whether to draw the detector's Gizmos for debugging. (Not every detector provides gizmos.)
     * @since 4.1.2 
     */
    [Header("")]
    [Tooltip("Draw this detector's Gizmos, if any. (Gizmos must be on in Unity edtor, too.)")]
    public bool ShowGizmos = true;

    private IEnumerator proximityWatcherCoroutine;
    private GameObject _currentObj = null;

    protected virtual void OnValidate() {
      //Activate value cannot be less than deactivate value
      if (OffDistance < OnDistance) {
        OffDistance = OnDistance;
      }
    }

    void Awake() {
      proximityWatcherCoroutine = proximityWatcher();
      if (TagName != "") {
        GameObject[] taggedObjects = GameObject.FindGameObjectsWithTag(TagName);
        List<GameObject> targets = new List<GameObject>(taggedObjects.Length + TargetObjects.Length);
        for (int t = 0; t < TargetObjects.Length; t++) {
          targets.Add(TargetObjects[t]);
        }
        for (int t = 0; t < taggedObjects.Length; t++) {
          targets.Add(taggedObjects[t]);
        }
        TargetObjects = targets.ToArray();
      }
    }

    void OnEnable () {
        StopCoroutine(proximityWatcherCoroutine);
        StartCoroutine(proximityWatcherCoroutine);
    }
  
    void OnDisable () {
      StopCoroutine(proximityWatcherCoroutine);
      Deactivate();
    }

    IEnumerator proximityWatcher(){
      bool proximityState = false;
      float onSquared, offSquared; //Use squared distances to avoid taking square roots
      while(true){
        onSquared = OnDistance * OnDistance;
        offSquared = OffDistance * OffDistance;
        if(_currentObj != null){
          if(distanceSquared(_currentObj) > offSquared){
            _currentObj = null;
            proximityState = false;
          }
        } else {
          if (UseLayersNotList) {
            Collider[] nearby = Physics.OverlapSphere(transform.position, OnDistance, Layer);
            if(nearby.Length > 0) {
              _currentObj = nearby[0].gameObject;
              proximityState = true;
              OnProximity.Invoke(_currentObj);
            }
          } else {
            for (int obj = 0; obj < TargetObjects.Length; obj++) {
              GameObject target = TargetObjects[obj];
              if (distanceSquared(target) < onSquared) {
                _currentObj = target;
                proximityState = true;
                OnProximity.Invoke(_currentObj);
                break; // pick first match
              }
            }
          }
        }
        if(proximityState){
          Activate();
        } else {
          Deactivate();
        }
        yield return new WaitForSeconds(Period);
      }
    }

    private float distanceSquared(GameObject target){
      Collider targetCollider = target.GetComponent<Collider>();
      Vector3 closestPoint;
      if(targetCollider != null){
        closestPoint = targetCollider.ClosestPointOnBounds(transform.position);
      } else {
        closestPoint = target.transform.position;
      }
      return (closestPoint - transform.position).sqrMagnitude;
    }

    #if UNITY_EDITOR
    void OnDrawGizmos() {
      if (ShowGizmos) {
        if (IsActive) {
          Gizmos.color = Color.green;
        } else {
          Gizmos.color = Color.red;
        }
        Gizmos.DrawWireSphere(transform.position, OnDistance);
        Gizmos.color = Color.blue;
        Gizmos.DrawWireSphere(transform.position, OffDistance);
      }
    }
    #endif
  }

  /**
   * An event class that is dispatched by a ProximityDetector when the detector's
   * game object comes close enough to a game object in its target list.
   * The event parameters provide the proximate game object.
   * @since 4.1.2
   */
  [System.Serializable]
  public class ProximityEvent : UnityEvent <GameObject> {}
}