119 lines
3.9 KiB
C#
119 lines
3.9 KiB
C#
using System.Collections;
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using UnityEngine;
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public class iamagun : MonoBehaviour
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{
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public SimpleShoot simpleShoot;
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public OVRInput.Button shootButton;
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public Transform offset;
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public float kickRotationAmount = 10f; // Amount of X-axis rotation during kick
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public float kickDuration = 0.1f; // Duration of the kick animation
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private new AudioSource audio;
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private Vector3 offsetPosition;
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private Quaternion offsetRotation;
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// Vibration variables
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private float vibrationDelay = 0.1f; // Delay before the vibration starts
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private float vibrationDuration = 0.5f; // Duration of the vibration
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private float vibrationIntensity = 1.0f; // Intensity of the vibration
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// Flag to check if the kick animation is active
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private bool isKicking = false;
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private bool isInHand = false;
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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 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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void Update()
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{
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if (!isInHand) return;
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if (OVRInput.IsControllerConnected(OVRInput.Controller.RTouch))
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{
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// Get the local position and rotation of the controller
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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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// 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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Quaternion finalRotation = controllerLocalRotation * offsetRotation;
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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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}
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if (OVRInput.GetDown(shootButton) && !isKicking)
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{
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simpleShoot.StartShoot();
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audio.Play();
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// Trigger delayed and intense vibration feedback
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StartCoroutine(TriggerVibration());
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// Kick the gun forward
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StartCoroutine(KickGun());
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}
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}
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IEnumerator TriggerVibration()
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{
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// Wait for the specified delay before starting the vibration
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yield return new WaitForSeconds(vibrationDelay);
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// Trigger vibration with the specified intensity
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OVRInput.SetControllerVibration(1, vibrationIntensity, OVRInput.Controller.RTouch);
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// Wait for the specified duration
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yield return new WaitForSeconds(vibrationDuration);
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// Stop the vibration
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OVRInput.SetControllerVibration(0, 0, OVRInput.Controller.RTouch);
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}
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IEnumerator KickGun()
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{
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// Set the kick animation flag to true
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isKicking = true;
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// Remember the initial rotation of the gun
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Quaternion initialRotation = transform.rotation;
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// Calculate the target rotation after the kick
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Quaternion targetRotation = initialRotation * Quaternion.Euler(-kickRotationAmount, 0f, 0f);
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// Progress variable for smooth interpolation
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float elapsedTime = 0f;
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while (elapsedTime < kickDuration)
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{
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// Interpolate the rotation smoothly
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transform.rotation = Quaternion.Slerp(initialRotation, targetRotation, elapsedTime / kickDuration);
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// Increment the elapsed time
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elapsedTime += Time.deltaTime;
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yield return null;
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}
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// Ensure the final rotation is exactly the target rotation
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transform.rotation = targetRotation;
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// Set the kick animation flag to false
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isKicking = false;
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}
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} |