Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="WristConnectionRays.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using UltimateXR.Core;
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using UltimateXR.Core.Components;
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using UnityEngine;
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namespace UltimateXR.Mechanics.CyborgAvatar
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{
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/// <summary>
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/// Component that drives the two devices that connect the Cyborg wrist to the arm.
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/// </summary>
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public partial class WristConnectionRays : UxrComponent
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{
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#region Inspector Properties/Serialized Fields
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[SerializeField] private float _gradientPosStart1 = 0.15f;
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[SerializeField] private float _gradientPosStart2 = 0.2f;
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[SerializeField] private float _gradientPosEnd1 = 0.8f;
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[SerializeField] private float _gradientPosEnd2 = 0.85f;
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[SerializeField] private Material _rayMaterial;
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[SerializeField] private bool _useMaterialNoiseParameters;
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[SerializeField] private Transform _src;
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[SerializeField] private Transform _dst;
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[SerializeField] private List<RayProperties> _rays;
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#endregion
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#region Unity
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/// <summary>
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/// Subscribes to avatar update event.
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/// </summary>
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protected override void OnEnable()
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{
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base.OnEnable();
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UxrManager.AvatarsUpdated += UxrManager_AvatarsUpdated;
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}
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/// <summary>
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/// Unsubscribes from avatar update events.
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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UxrManager.AvatarsUpdated -= UxrManager_AvatarsUpdated;
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}
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/// <summary>
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/// Initializes the component.
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/// </summary>
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protected override void Start()
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{
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base.Start();
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Create(_src.position, _dst.position);
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}
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#endregion
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#region Event Handling Methods
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/// <summary>
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/// Updates the component.
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/// </summary>
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private void UxrManager_AvatarsUpdated()
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{
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if (_src != null && _dst != null)
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{
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UpdateRays(_src.position, _dst.position);
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}
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}
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#endregion
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#region Private Methods
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/// <summary>
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/// Creates the connections.
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/// </summary>
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/// <param name="src">Source position</param>
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/// <param name="dst">Destination position</param>
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private void Create(Vector3 src, Vector3 dst)
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{
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foreach (RayProperties ray in _rays)
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{
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ray.GameObject = new GameObject("Ray");
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ray.GameObject.transform.SetParent(transform, true);
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ray.GameObject.transform.localPosition = Vector3.zero;
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ray.GameObject.transform.localRotation = Quaternion.identity;
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ray.LineRenderer = ray.GameObject.AddComponent<LineRenderer>();
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ray.LineRenderer.material = _rayMaterial;
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if (_useMaterialNoiseParameters)
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{
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ray.LineRenderer.material.SetFloat(DistortTimeStartVarName, Random.value * 10000.0f);
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}
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ray.LineRenderer.textureMode = LineTextureMode.Stretch;
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ray.OffsetXY = Random.insideUnitCircle;
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}
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UpdateRays(src, dst);
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}
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/// <summary>
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/// Updates the connection rays.
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/// </summary>
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/// <param name="src">Source position</param>
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/// <param name="dst">End position</param>
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private void UpdateRays(Vector3 src, Vector3 dst)
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{
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foreach (RayProperties ray in _rays)
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{
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if (ray.GameObject == null)
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{
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continue;
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}
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ray.GameObject.transform.position = src;
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ray.GameObject.transform.LookAt(dst);
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float rayLength = Vector3.Distance(src, dst) / ray.LineRenderer.transform.lossyScale.z;
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Vector3[] positions =
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{
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new Vector3(0.0f, 0.0f, 0.0f),
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new Vector3(0.0f, 0.0f, rayLength * _gradientPosStart1),
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new Vector3(0.0f, 0.0f, rayLength * _gradientPosStart2),
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new Vector3(0.0f, 0.0f, rayLength * _gradientPosEnd1),
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new Vector3(0.0f, 0.0f, rayLength * _gradientPosEnd2),
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new Vector3(0.0f, 0.0f, rayLength)
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};
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Vector3 offset = (ray.GameObject.transform.right * ray.OffsetXY.x + ray.GameObject.transform.up * ray.OffsetXY.y).normalized * ray.Offset;
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for (int pos = 0; pos < positions.Length; ++pos)
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{
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positions[pos] = ray.LineRenderer.transform.InverseTransformPoint(ray.GameObject.transform.TransformPoint(positions[pos]) + offset);
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}
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ray.LineRenderer.useWorldSpace = false;
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ray.LineRenderer.positionCount = 6;
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ray.LineRenderer.SetPositions(positions);
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ray.LineRenderer.startWidth = ray.Thickness;
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ray.LineRenderer.endWidth = ray.Thickness;
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ray.LineRenderer.material.color = ray.Color;
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if (ray.LineRenderer.material.mainTexture != null)
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{
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ray.LineRenderer.material.mainTextureScale = new Vector2(rayLength / ray.Thickness / (ray.LineRenderer.material.mainTexture.width / (float)ray.LineRenderer.material.mainTexture.height), 1.0f);
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}
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Gradient colorGradient = new Gradient();
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colorGradient.colorKeys = new[]
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{
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new GradientColorKey(Color.white, 0.0f),
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new GradientColorKey(Color.white, _gradientPosStart1),
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new GradientColorKey(Color.white, _gradientPosStart2),
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new GradientColorKey(Color.white, _gradientPosEnd1),
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new GradientColorKey(Color.white, _gradientPosEnd2),
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new GradientColorKey(Color.white, 1.0f)
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};
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colorGradient.alphaKeys = new[]
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{
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new GradientAlphaKey(0.0f, 0.0f),
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new GradientAlphaKey(0.0f, _gradientPosStart1),
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new GradientAlphaKey(1.0f, _gradientPosStart2),
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new GradientAlphaKey(1.0f, _gradientPosEnd1),
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new GradientAlphaKey(0.0f, _gradientPosEnd2),
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new GradientAlphaKey(0.0f, 1.0f)
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};
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ray.LineRenderer.colorGradient = colorGradient;
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}
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}
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#endregion
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#region Private Types & Data
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private readonly string DistortTimeStartVarName = "_DistortTimeStart";
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#endregion
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}
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}
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