89 lines
3.3 KiB
C#
89 lines
3.3 KiB
C#
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using System.Collections.Generic;
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namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
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{
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/// <summary>
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/// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height.
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/// </summary>
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public class ObjectResetPlane : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("Which objects to reset if falling out of range.")]
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List<Transform> m_ObjectsToReset = new List<Transform>();
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[SerializeField]
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[Tooltip("How often to check if objects should be reset.")]
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float m_CheckDuration = 2f;
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[SerializeField]
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[Tooltip("The object root used to compute local positions relative to. Objects will respawn relative to their position in this transform's hierarchy.")]
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Transform m_ObjectRoot = null;
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readonly List<Pose> m_OriginalPositions = new List<Pose>();
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float m_CheckTimer;
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Start()
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{
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foreach (var currentTransform in m_ObjectsToReset)
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{
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if (currentTransform != null)
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{
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var position = currentTransform.position;
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if (m_ObjectRoot != null)
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position = m_ObjectRoot.InverseTransformPoint(currentTransform.position);
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m_OriginalPositions.Add(new Pose(position, currentTransform.rotation));
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}
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else
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{
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Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this);
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m_OriginalPositions.Add(new Pose());
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}
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}
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Update()
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{
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m_CheckTimer -= Time.deltaTime;
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if (m_CheckTimer > 0)
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return;
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m_CheckTimer = m_CheckDuration;
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var resetPlane = transform.position.y;
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for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++)
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{
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var currentTransform = m_ObjectsToReset[transformIndex];
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if (currentTransform == null)
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continue;
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if (currentTransform.position.y < resetPlane)
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{
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var originalWorldPosition = m_OriginalPositions[transformIndex].position;
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if (m_ObjectRoot != null)
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originalWorldPosition = m_ObjectRoot.TransformPoint(originalWorldPosition);
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currentTransform.SetPositionAndRotation(originalWorldPosition, m_OriginalPositions[transformIndex].rotation);
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var rigidBody = currentTransform.GetComponentInChildren<Rigidbody>();
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if (rigidBody != null)
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{
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rigidBody.velocity = Vector3.zero;
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rigidBody.angularVelocity = Vector3.zero;
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}
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}
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}
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}
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}
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}
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