Replace UltimateXR with HurricaneVR
This commit is contained in:
456
Assets/HurricaneVR/Framework/Scripts/Weapons/Bow/HVRBowBase.cs
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456
Assets/HurricaneVR/Framework/Scripts/Weapons/Bow/HVRBowBase.cs
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using System.Collections;
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using Assets.HurricaneVR.Framework.Shared.Utilities;
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using HurricaneVR.Framework.Core;
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using HurricaneVR.Framework.Core.Grabbers;
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using HurricaneVR.Framework.Core.Utils;
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using HurricaneVR.Framework.Shared;
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using UnityEngine;
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using UnityEngine.Events;
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namespace HurricaneVR.Framework.Weapons.Bow
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{
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[RequireComponent(typeof(HVRGrabbable))]
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[RequireComponent(typeof(Rigidbody))]
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public class HVRBowBase : MonoBehaviour
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{
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[Header("Bow String")]
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public HVRGrabbable NockGrabbable;
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public float StringLimit = .5f;
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public float StringDropLimit = .6f;
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[Header("Settings")]
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public HVRBowLimitStyle StringLimitStyle = HVRBowLimitStyle.Limit;
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public float ShootThreshold = .2f;
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public float Speed = 50f;
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public AnimationCurve SpeedCurve;
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public bool ReverseArrowsRests;
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[Header("Transforms")]
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[Tooltip("Arrow Rest When the bow is held with the left hand.")]
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public Transform LeftRest;
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[Tooltip("Arrow Rest When the bow is held with the right hand.")]
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public Transform RightRest;
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[Tooltip("Transform for forward vector, uses this transform if not provided.")]
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public Transform ForwardMarker;
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[Header("Haptics")]
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public bool StringHaptics = true;
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public bool BowHandHaptics = true;
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[Tooltip("Number of haptic ticks by percent traveled.")]
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[Range(.02f, 1f)]
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public float HapticStep = .01f;
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[Tooltip("Vibration strength when pulling the bow.")]
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[Range(0f, 1f)]
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public float HapticsMinAmplitude = .1f;
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[Tooltip("Vibration strength when pulling the bow.")]
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[Range(0f, 1f)]
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public float HapticsMaxAmplitude = .1f;
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[Tooltip("Vibration frequency when pulling the bow.")]
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public float HapticsDuration = .01f;
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[Tooltip("Vibration frequency when pulling the bow.")]
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public float HapticsFrequency = 1f;
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[Header("SFX")]
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public AudioClip StringClip;
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public float StringMinPitch = 1f;
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public float StringMaxPitch = 1.25f;
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public AudioClip[] ReleasedSFX;
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public Transform Rest { get; protected set; }
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public float Tension { get; protected set; }
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public Vector3 Forward => transform.InverseTransformDirection(ForwardMarker.forward);
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public Vector3 WorldForward => ForwardMarker.forward;
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public bool ArrowNocked => Arrow;
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protected HVRArrow Arrow { get; set; }
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public HVRNockingPoint NockSocket { get; private set; }
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public HVRGrabbable Grabbable { get; private set; }
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public Rigidbody Rigidbody { get; private set; }
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protected HVRHandGrabber NockHand;
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protected HVRHandGrabber BowHand;
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private Vector3 _nockStart;
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private Vector3 _nockDir;
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private float _nockDistance;
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private bool _previousHeld;
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private float _previousHapticDistance;
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private float _shootSpeed;
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private float _previousArrowSleep;
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protected virtual void Start()
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{
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if (!ForwardMarker)
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{
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ForwardMarker = this.transform;
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}
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Rest = LeftRest;
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NockSocket = GetComponentInChildren<HVRNockingPoint>();
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Grabbable = GetComponent<HVRGrabbable>();
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Rigidbody = GetComponent<Rigidbody>();
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NockSocket.BeforeHoverEnter.AddListener(BeforeNockHovered);
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NockSocket.Grabbed.AddListener(OnArrowSocketed);
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Grabbable.Grabbed.AddListener(OnGrabbed);
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Grabbable.Released.AddListener(OnReleased);
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Grabbable.HandGrabbed.AddListener(OnHandGrabbed);
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Grabbable.HandReleased.AddListener(OnHandReleased);
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Grabbable.Socketed.AddListener(OnBowSocketed);
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Grabbable.UnSocketed.AddListener(OnBowUnsocketed);
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NockGrabbable.HandGrabbed.AddListener(OnStringGrabbed);
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NockGrabbable.HandReleased.AddListener(OnStringReleased);
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NockSocket.ParentGrabbable = Grabbable;
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_nockStart = transform.InverseTransformPoint(NockGrabbable.transform.position);
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if (SpeedCurve == null)
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{
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SpeedCurve = new AnimationCurve();
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}
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if (SpeedCurve.keys.Length == 0)
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{
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SpeedCurve.AddKey(0f, 1f);
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SpeedCurve.AddKey(1f, 1f);
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}
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}
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private void Update()
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{
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UpdateBow();
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}
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protected virtual void UpdateBow()
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{
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}
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private void FixedUpdate()
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{
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BeforeFixedUpdateBow();
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FixedUpdateBow();
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AfterFixedUpdateBow();
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}
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protected virtual void BeforeFixedUpdateBow()
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{
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}
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protected virtual void AfterFixedUpdateBow()
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{
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}
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protected virtual void FixedUpdateBow()
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{
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var nockPosition = transform.InverseTransformPoint(NockGrabbable.transform.position);
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_nockDir = nockPosition - _nockStart;
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_nockDistance = _nockDir.magnitude;
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Tension = _nockDistance / StringLimit;
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Tension = Mathf.Clamp(Tension, 0f, 1f);
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UpdateHaptics(_nockDistance);
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CheckDropArrow();
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CheckArrowRelease();
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_previousHeld = NockGrabbable.IsBeingHeld;
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}
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public void NockArrow(HVRArrow arrow)
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{
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if (Arrow)
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return;
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OnArrowNocked(arrow);
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}
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protected virtual void CheckArrowRelease()
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{
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var shootArrow = false;
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if (StringLimitStyle == HVRBowLimitStyle.ShootArrow && _nockDistance > StringLimit)
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{
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NockGrabbable.ForceRelease();
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shootArrow = Arrow;
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}
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if (!Arrow)
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return;
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if (!shootArrow && _previousHeld && !NockGrabbable.IsBeingHeld && _nockDistance > ShootThreshold)
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{
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shootArrow = true;
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}
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if (shootArrow)
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{
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OnArrowShot();
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}
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}
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protected virtual void OnArrowShot()
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{
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OnArrowRemoved(Arrow);
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_shootSpeed = SpeedCurve.Evaluate(Tension) * Speed;
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PlayReleasedSFX();
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ShootArrow(Arrow.transform.forward);
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}
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protected virtual void ShootArrow(Vector3 direction)
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{
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Arrow.Rigidbody.sleepThreshold = _previousArrowSleep;
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Arrow.Grabbable.CanBeGrabbed = true;
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Arrow.Rigidbody.velocity = direction * _shootSpeed;
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Arrow.Rigidbody.angularVelocity = Vector3.zero;
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Arrow.Flying = true;
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Arrow = null;
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}
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protected virtual void CheckDropArrow()
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{
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if (StringLimitStyle != HVRBowLimitStyle.DropArrow || !Arrow)
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return;
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if (_nockDistance > StringDropLimit)
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{
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NockGrabbable.ForceRelease();
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OnArrowDropped();
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}
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}
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protected virtual void UpdateHaptics(float nockDistance)
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{
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if (nockDistance > _previousHapticDistance + HapticStep ||
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nockDistance < _previousHapticDistance - HapticStep)
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{
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var amplitude = nockDistance.Remap(0, StringLimit, HapticsMinAmplitude, HapticsMaxAmplitude);
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if (StringHaptics && NockGrabbable.HandGrabbers.Count > 0)
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NockGrabbable.HandGrabbers[0].Controller.Vibrate(amplitude, HapticsDuration, HapticsFrequency);
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if (BowHandHaptics && Grabbable.HandGrabbers.Count > 0)
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Grabbable.HandGrabbers[0].Controller.Vibrate(amplitude, HapticsDuration, HapticsFrequency);
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PlayStringSFX(nockDistance);
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_previousHapticDistance = nockDistance;
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}
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}
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protected virtual void PlayStringSFX(float nockDistance)
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{
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var pitch = nockDistance.Remap(0, StringLimit, StringMinPitch, StringMaxPitch);
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if (SFXPlayer.Instance) SFXPlayer.Instance.PlaySFX(StringClip, NockGrabbable.transform.position, pitch, 1f);
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}
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protected virtual void PlayReleasedSFX()
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{
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if (SFXPlayer.Instance) SFXPlayer.Instance.PlaySFX(ReleasedSFX.GetRandom(), NockGrabbable.transform.position);
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}
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protected virtual void OnGrabbed(HVRGrabberBase arg0, HVRGrabbable arg1)
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{
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}
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protected virtual void OnReleased(HVRGrabberBase arg0, HVRGrabbable arg1)
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{
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}
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private void BeforeNockHovered(HVRGrabberBase grabber, HVRGrabbable grabbable)
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{
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NockHand = grabbable.PrimaryGrabber as HVRHandGrabber;
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}
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protected virtual void OnArrowSocketed(HVRGrabberBase arg0, HVRGrabbable grabbable)
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{
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var arrow = grabbable.transform.GetComponent<HVRArrow>();
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if (!arrow)
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{
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NockHand = null;
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Debug.LogWarning($"{grabbable.name} missing HVRArrow component.");
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return;
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}
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OnArrowNocked(arrow);
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}
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protected virtual void OnArrowNocked(HVRArrow arrow)
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{
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_previousArrowSleep = arrow.Rigidbody.sleepThreshold;
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arrow.transform.rotation = Quaternion.LookRotation(WorldForward, NockSocket.transform.up);
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arrow.transform.position = NockSocket.transform.position;
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var grabbable = arrow.Grabbable;
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//grabbable.ForceRelease();
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grabbable.CanBeGrabbed = false;
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grabbable.Rigidbody.sleepThreshold = 0f;
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grabbable.Grabbed.AddListener(OnNockedArrowGrabbed);
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UpdateBowHandCollision(BowHand, grabbable, false);
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NockSocket.AllowGrabbing = false;
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Arrow = arrow;
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Grabbable.IgnoreCollision(grabbable);
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if (NockHand)
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{
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NockHand.DisableHandCollision(Arrow.Grabbable);
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NockHand.TryGrab(NockGrabbable, true);
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NockHand = null;
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}
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arrow.EnableForwardGrabbable();
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}
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protected virtual void OnNockedArrowGrabbed(HVRGrabberBase arg0, HVRGrabbable arg1)
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{
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OnArrowDropped();
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}
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protected virtual void OnHandGrabbed(HVRHandGrabber hand, HVRGrabbable bow)
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{
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BowHand = hand;
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if (Arrow)
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{
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UpdateBowHandCollision(hand, Arrow.Grabbable, false);
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}
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if (hand.HandSide == HVRHandSide.Left && !ReverseArrowsRests)
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{
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Rest = LeftRest;
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}
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else
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{
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Rest = RightRest;
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}
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}
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protected virtual void OnHandReleased(HVRHandGrabber arg0, HVRGrabbable arg1)
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{
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if (Arrow)
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{
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StartCoroutine(EnableBowHandCollisionRoutine(arg0, Arrow.Grabbable));
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}
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BowHand = null;
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}
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protected virtual void OnStringReleased(HVRHandGrabber arg0, HVRGrabbable arg1)
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{
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}
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protected virtual void OnStringGrabbed(HVRHandGrabber hand, HVRGrabbable nock)
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{
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}
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protected virtual void OnBowSocketed(HVRSocket arg0, HVRGrabbable arg1)
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{
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if (Arrow)
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{
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OnArrowDropped();
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}
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}
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protected virtual void OnBowUnsocketed(HVRSocket arg0, HVRGrabbable arg1)
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{
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}
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protected virtual void OnArrowDropped()
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{
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OnArrowRemoved(Arrow);
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Arrow.Rigidbody.sleepThreshold = _previousArrowSleep;
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Arrow.Grabbable.CanBeGrabbed = true;
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Arrow = null;
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}
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protected virtual void OnArrowRemoved(HVRArrow arrow)
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{
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this.ExecuteAfterSeconds(() => NockSocket.AllowGrabbing = true, .25f);
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StartCoroutine(EnableBowHandCollisionRoutine(BowHand, arrow.Grabbable));
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arrow.Grabbable.Grabbed.RemoveListener(OnNockedArrowGrabbed);
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arrow.DisableForwardGrabbable();
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}
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protected void UpdateBowHandCollision(HVRHandGrabber hand, HVRGrabbable arrow, bool enable)
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{
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if (hand && arrow)
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{
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hand.UpdateCollision(arrow, enable);
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}
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}
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protected IEnumerator EnableBowHandCollisionRoutine(HVRHandGrabber hand, HVRGrabbable arrow)
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{
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if (!hand || !arrow)
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yield break;
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yield return new WaitForSeconds(1f);
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if (BowHand && BowHand == hand || !arrow)
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yield break;
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UpdateBowHandCollision(hand, arrow, true);
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Grabbable.IgnoreCollision(arrow, false);
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}
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public void OnDrawGizmosSelected()
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{
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if (NockGrabbable && Rest)
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{
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var forward = Rest.transform.position - NockGrabbable.transform.position;
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(NockGrabbable.transform.position - forward.normalized * ShootThreshold, .02f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(NockGrabbable.transform.position - forward.normalized * StringLimit, .02f);
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}
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}
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}
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public enum HVRBowLimitStyle
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{
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Limit,
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ShootArrow,
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DropArrow
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}
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public class HVRBowEvent : UnityEvent<HVRPhysicsBow>
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{
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}
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}
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Reference in New Issue
Block a user