Add Prefab VideoContainer + BT-Handler for playing Videos per AVPro
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								Viagg-io/Assets/Materials/AVProVideo 1.mat
									
									
									
									
									
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								Viagg-io/Assets/Materials/AVProVideo 1.mat.meta
									
									
									
									
									
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//============= Copyright (c) Ludic GmbH, All rights reserved. ==============
 | 
			
		||||
//
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		||||
// 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]
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		||||
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");
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		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    //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;
 | 
			
		||||
        }
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    }
 | 
			
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    public override void Show(MyBT.NodeState nodeState)
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    {
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		||||
        switch (nodeState)
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        {
 | 
			
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            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:
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		||||
                Task.SetSucceeded();
 | 
			
		||||
                break;
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            case NodeState.Aborting:
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                break;
 | 
			
		||||
        }
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    }
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    public override void Hide(MyBT.NodeState nodeState)
 | 
			
		||||
    {
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		||||
        switch (nodeState)
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		||||
        {
 | 
			
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            case NodeState.FirstRun:
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                if (_mediaPlayer != null)
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                {
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                    if (_mediaPlayer.Control.IsPlaying())
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                    {
 | 
			
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                        _mediaPlayer.Stop();
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                        _mediaPlayer.CloseMedia();
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                    }
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 | 
			
		||||
                    _mediaPlayer.ForceDispose();
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                Task.SetSucceeded();
 | 
			
		||||
                break;
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            case NodeState.Aborting:
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                break;
 | 
			
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            case NodeState.NotRunning:
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                break;
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        }
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    }
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										67
									
								
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										67
									
								
								Viagg-io/Assets/Scripts/AxisConstrainedLookAt.cs
									
									
									
									
									
										Executable file
									
								
							@ -0,0 +1,67 @@
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		||||
using UnityEngine;
 | 
			
		||||
 | 
			
		||||
public class AxisConstrainedLookAt : MonoBehaviour
 | 
			
		||||
{
 | 
			
		||||
    public Transform target;
 | 
			
		||||
 | 
			
		||||
    public enum LocalAxis { X, Y, Z }
 | 
			
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    public enum RotationAxis { X, Y, Z }
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    [Header("Which local axis should point at the target?")]
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    public LocalAxis lookAxis = LocalAxis.Z;
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    [Header("Allow rotation only around this world axis")]
 | 
			
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    public RotationAxis allowedRotationAxis = RotationAxis.Y;
 | 
			
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 | 
			
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    void Update()
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		||||
    {
 | 
			
		||||
        if (target == null) return;
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		||||
 | 
			
		||||
        Vector3 toTarget = target.position - transform.position;
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        if (toTarget.sqrMagnitude < 0.0001f) return;
 | 
			
		||||
 | 
			
		||||
        // Project direction onto the allowed rotation plane
 | 
			
		||||
        Vector3 projectedDirection = ProjectDirection(toTarget.normalized, allowedRotationAxis);
 | 
			
		||||
        if (projectedDirection.sqrMagnitude < 0.0001f) return;
 | 
			
		||||
 | 
			
		||||
        // 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);
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		||||
    }
 | 
			
		||||
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		||||
    private Vector3 ProjectDirection(Vector3 direction, RotationAxis axis)
 | 
			
		||||
    {
 | 
			
		||||
        switch (axis)
 | 
			
		||||
        {
 | 
			
		||||
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 | 
			
		||||
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            case RotationAxis.Y:
 | 
			
		||||
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		||||
            case RotationAxis.Z:
 | 
			
		||||
                return Vector3.ProjectOnPlane(direction, Vector3.forward);
 | 
			
		||||
            default:
 | 
			
		||||
                return direction;
 | 
			
		||||
        }
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		||||
    }
 | 
			
		||||
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		||||
    private Quaternion GetLocalAxisRotation(LocalAxis axis)
 | 
			
		||||
    {
 | 
			
		||||
        switch (axis)
 | 
			
		||||
        {
 | 
			
		||||
            case LocalAxis.X:
 | 
			
		||||
                return Quaternion.LookRotation(Vector3.right, Vector3.up);
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		||||
            case LocalAxis.Y:
 | 
			
		||||
                return Quaternion.LookRotation(Vector3.up, Vector3.forward); // alternative up
 | 
			
		||||
            case LocalAxis.Z:
 | 
			
		||||
                return Quaternion.LookRotation(Vector3.forward, Vector3.up);
 | 
			
		||||
            default:
 | 
			
		||||
                return Quaternion.identity;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										11
									
								
								Viagg-io/Assets/Scripts/AxisConstrainedLookAt.cs.meta
									
									
									
									
									
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										11
									
								
								Viagg-io/Assets/Scripts/AxisConstrainedLookAt.cs.meta
									
									
									
									
									
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