Somewhat working gun
parent
2bb523a893
commit
aeae3c0d19
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reverbZoneMixCustomCurve:
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SceneRoots:
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|
|
@ -3,9 +3,7 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
|
||||
public class iamagun : MonoBehaviour
|
||||
|
||||
{
|
||||
|
||||
public SimpleShoot simpleShoot;
|
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public OVRInput.Button shootButton;
|
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|
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|
@ -13,14 +11,16 @@ public class iamagun : MonoBehaviour
|
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private AudioSource audio;
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|
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private Vector3 offsetPosition;
|
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private Quaternion offsetRotation;
|
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// Start is called before the first frame update
|
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void Start()
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{
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audio = GetComponent<AudioSource>();
|
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// Pre-calculate the offset position based on the offset transform
|
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// Pre-calculate the offset position and rotation based on the offset transform
|
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offsetPosition = offset.position;
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offsetRotation = offset.rotation;
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}
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// Update is called once per frame
|
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|
@ -32,12 +32,13 @@ public class iamagun : MonoBehaviour
|
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Vector3 controllerLocalPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch);
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Quaternion controllerLocalRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch);
|
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|
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// Apply the pre-calculated offset position to the local position
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// Apply the pre-calculated offset position and rotation to the local position and rotation
|
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Vector3 finalPosition = controllerLocalPosition + controllerLocalRotation * offsetPosition;
|
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transform.position = finalPosition;
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Quaternion finalRotation = controllerLocalRotation * offsetRotation;
|
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|
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// Set the cube's rotation to match the controller's rotation
|
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transform.rotation = controllerLocalRotation;
|
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// Set the gun's position and rotation
|
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transform.position = finalPosition;
|
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transform.rotation = finalRotation;
|
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}
|
||||
|
||||
if (OVRInput.GetDown(shootButton))
|
||||
|
|
Loading…
Reference in New Issue