Add Prefab VideoContainer + BT-Handler for playing Videos per AVPro
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										8
									
								
								Viagg-io/Assets/Materials/AVProVideo 1.mat.meta
									
									
									
									
									
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					  version: 7
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			||||||
							
								
								
									
										8
									
								
								Viagg-io/Assets/Materials/AVProVideo.mat.meta
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										8
									
								
								Viagg-io/Assets/Materials/AVProVideo.mat.meta
									
									
									
									
									
										Executable file
									
								
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@ -0,0 +1,147 @@
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					//============= Copyright (c) Ludic GmbH, All rights reserved. ==============
 | 
				
			||||||
 | 
					//
 | 
				
			||||||
 | 
					// Purpose: Part of the My Behaviour Tree Controller Code
 | 
				
			||||||
 | 
					//
 | 
				
			||||||
 | 
					//=============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					using System.Collections;
 | 
				
			||||||
 | 
					using System.Collections.Generic;
 | 
				
			||||||
 | 
					using UnityEngine;
 | 
				
			||||||
 | 
					using UnityEngine.Video;
 | 
				
			||||||
 | 
					using MyBT;
 | 
				
			||||||
 | 
					using RenderHeads.Media.AVProVideo;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#if UNITY_EDITOR
 | 
				
			||||||
 | 
					using UnityEditor;
 | 
				
			||||||
 | 
					[CustomEditor(typeof(NamedAVProMediaPlayer))]
 | 
				
			||||||
 | 
					public class NamedAVProMediaPlayerInspector : ComponentHandlerInspector
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					[System.Serializable]
 | 
				
			||||||
 | 
					public class NamedAVProMediaPlayer : ComponentHandler
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public override string TypeLabel()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        return "MediaPlayer";
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override string ContentLabel()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        UpdateComponent();
 | 
				
			||||||
 | 
					        return videoName;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void UpdateComponent()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        base.UpdateComponent();
 | 
				
			||||||
 | 
					        _mediaPlayer = GetComponent<MediaPlayer>();
 | 
				
			||||||
 | 
					        if (_mediaPlayer == null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Debug.Log($"NamedAVProMediaPlayer.UpdateComponent mediaPlayer is null");
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //public Depthkit.Clip depthkitClip;
 | 
				
			||||||
 | 
					    public string videoPath;
 | 
				
			||||||
 | 
					    public string videoName = "Video";
 | 
				
			||||||
 | 
					    MediaPlayer _mediaPlayer;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override string titleText
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        get
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            return "Show/Hide, Run AVPro Video";
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override string[][] helpText
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        get
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            return new string[][] {
 | 
				
			||||||
 | 
					                new string[] {"Show", null, $"BTC.Show(\"{roomId}\", \"{gameObject.name}\")"},
 | 
				
			||||||
 | 
					                new string[] {"Hide", null, $"BTC.Hide(\"{roomId}\", \"{gameObject.name}\")"},
 | 
				
			||||||
 | 
					                new string[] {"Run", null, $"BTC.Run(\"{roomId}\", \"{gameObject.name}\")"}
 | 
				
			||||||
 | 
					            };
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void Run(MyBT.NodeState nodeState)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (_mediaPlayer == null)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            Debug.Log("NamedAVProMediaPlayer.Running: MediaPlayer is null.");
 | 
				
			||||||
 | 
					            return;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        switch (nodeState)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case NodeState.FirstRun:
 | 
				
			||||||
 | 
					                _mediaPlayer.OpenMedia(new MediaPath(videoPath, MediaPathType.RelativeToPersistentDataFolder));
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case NodeState.Running:
 | 
				
			||||||
 | 
					                if (_mediaPlayer.Loop && _mediaPlayer.Control.IsPlaying())
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    Task.SetSucceeded();
 | 
				
			||||||
 | 
					                    return;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                if (_mediaPlayer.Control.IsFinished())
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    _mediaPlayer.CloseMedia();
 | 
				
			||||||
 | 
					                    _mediaPlayer.ForceDispose();
 | 
				
			||||||
 | 
					                    Task.SetSucceeded();
 | 
				
			||||||
 | 
					                    return;
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void Show(MyBT.NodeState nodeState)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        switch (nodeState)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case NodeState.FirstRun:
 | 
				
			||||||
 | 
					                gameObject.SetActive(true);
 | 
				
			||||||
 | 
					                if (_mediaPlayer != null)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    _mediaPlayer.OpenMedia(new MediaPath(videoPath, MediaPathType.RelativeToPersistentDataFolder), autoPlay: false);
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					                goto case NodeState.Running;
 | 
				
			||||||
 | 
					            case NodeState.Running:
 | 
				
			||||||
 | 
					                Task.SetSucceeded();
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case NodeState.Aborting:
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public override void Hide(MyBT.NodeState nodeState)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        switch (nodeState)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case NodeState.FirstRun:
 | 
				
			||||||
 | 
					                if (_mediaPlayer != null)
 | 
				
			||||||
 | 
					                {
 | 
				
			||||||
 | 
					                    if (_mediaPlayer.Control.IsPlaying())
 | 
				
			||||||
 | 
					                    {
 | 
				
			||||||
 | 
					                        _mediaPlayer.Stop();
 | 
				
			||||||
 | 
					                        _mediaPlayer.CloseMedia();
 | 
				
			||||||
 | 
					                    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                    _mediaPlayer.ForceDispose();
 | 
				
			||||||
 | 
					                }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                Task.SetSucceeded();
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case NodeState.Aborting:
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					            case NodeState.NotRunning:
 | 
				
			||||||
 | 
					                break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
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@ -0,0 +1,11 @@
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										16
									
								
								Viagg-io/Assets/Prefabs.meta
									
									
									
									
									
										
										
										Normal file → Executable file
									
								
							
							
						
						
									
										16
									
								
								Viagg-io/Assets/Prefabs.meta
									
									
									
									
									
										
										
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					using UnityEngine;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					public class AxisConstrainedLookAt : MonoBehaviour
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    public Transform target;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public enum LocalAxis { X, Y, Z }
 | 
				
			||||||
 | 
					    public enum RotationAxis { X, Y, Z }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Header("Which local axis should point at the target?")]
 | 
				
			||||||
 | 
					    public LocalAxis lookAxis = LocalAxis.Z;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    [Header("Allow rotation only around this world axis")]
 | 
				
			||||||
 | 
					    public RotationAxis allowedRotationAxis = RotationAxis.Y;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    void Update()
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        if (target == null) return;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        Vector3 toTarget = target.position - transform.position;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (toTarget.sqrMagnitude < 0.0001f) return;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Project direction onto the allowed rotation plane
 | 
				
			||||||
 | 
					        Vector3 projectedDirection = ProjectDirection(toTarget.normalized, allowedRotationAxis);
 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Get the desired rotation to look at the projected target direction
 | 
				
			||||||
 | 
					        Quaternion targetRotation = Quaternion.LookRotation(projectedDirection, Vector3.up);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Adjust rotation so the selected local axis is pointing in that direction
 | 
				
			||||||
 | 
					        Quaternion localAxisRotation = GetLocalAxisRotation(lookAxis);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Apply final rotation
 | 
				
			||||||
 | 
					        transform.rotation = targetRotation * Quaternion.Inverse(localAxisRotation);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Vector3 ProjectDirection(Vector3 direction, RotationAxis axis)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        switch (axis)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case RotationAxis.X:
 | 
				
			||||||
 | 
					                return Vector3.ProjectOnPlane(direction, Vector3.right);
 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
					                return Vector3.ProjectOnPlane(direction, Vector3.up);
 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
					                return Vector3.ProjectOnPlane(direction, Vector3.forward);
 | 
				
			||||||
 | 
					            default:
 | 
				
			||||||
 | 
					                return direction;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    private Quaternion GetLocalAxisRotation(LocalAxis axis)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        switch (axis)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            case LocalAxis.X:
 | 
				
			||||||
 | 
					                return Quaternion.LookRotation(Vector3.right, Vector3.up);
 | 
				
			||||||
 | 
					            case LocalAxis.Y:
 | 
				
			||||||
 | 
					                return Quaternion.LookRotation(Vector3.up, Vector3.forward); // alternative up
 | 
				
			||||||
 | 
					            case LocalAxis.Z:
 | 
				
			||||||
 | 
					                return Quaternion.LookRotation(Vector3.forward, Vector3.up);
 | 
				
			||||||
 | 
					            default:
 | 
				
			||||||
 | 
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 | 
				
			||||||
 | 
					        }
 | 
				
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 | 
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 | 
				
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 | 
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								Viagg-io/Assets/Scripts/AxisConstrainedLookAt.cs.meta
									
									
									
									
									
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	Block a user