Added weapon select

This commit is contained in:
L4rs 2024-09-04 01:08:09 +02:00
parent ab2b8d8350
commit 577d31b537
9 changed files with 425 additions and 677 deletions

View File

@ -50,7 +50,7 @@ public partial class @Controls: IInputActionCollection2, IDisposable
{
""name"": """",
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""path"": ""<XRController>{LeftHand}/{PrimaryButton}"",
""path"": ""<ValveIndexController>{LeftHand}/primaryButton"",
""interactions"": """",
""processors"": """",
""groups"": """",
@ -109,7 +109,7 @@ public partial class @Controls: IInputActionCollection2, IDisposable
{
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""path"": ""<XRController>{RightHand}/{PrimaryButton}"",
""path"": ""<ValveIndexController>{RightHand}/primaryButton"",
""interactions"": """",
""processors"": """",
""groups"": """",

View File

@ -28,7 +28,7 @@
{
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@ -87,7 +87,7 @@
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"interactions": "",
"processors": "",
"groups": "",

View File

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View File

@ -0,0 +1,29 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Assets.Scripts
{
internal class ControlsManager : MonoBehaviour
{
public static Controls Controls;
public void Awake()
{
if (Controls == null)
Controls = new Controls();
else
Destroy(this);
Controls.Enable();
}
public void Update()
{
Debug.Log(Controls.LeftHand.WeaponSelect.WasPressedThisFrame());
}
}
}

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using Assets.Scripts;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hand : MonoBehaviour
{
private WeaponSelectMenu weaponSelectMenu;
// Start is called before the first frame update
private void Start()
{
weaponSelectMenu = GameObject.FindObjectOfType<WeaponSelectMenu>();
}
// Update is called once per frame
private void Update()
{
if (ControlsManager.Controls.RightHand.WeaponSelect.WasPressedThisFrame())
{
weaponSelectMenu.Show(this);
}
if (ControlsManager.Controls.RightHand.WeaponSelect.WasReleasedThisFrame())
{
weaponSelectMenu.Hide();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR;
using static UnityEngine.GraphicsBuffer;
public class WeaponSelectMenu : MonoBehaviour
{
public InputActionReference MenuOpenAction;
public float OpenTime = 1.0f;
public Transform headTransform;
public Transform imageTransform;
private Vector3 startScale;
private Vector3 originalScale;
private Coroutine currentTransition;
private Coroutine activeCoroutine;
private Hand activeHand;
private void Awake()
{
originalScale = transform.localScale;
}
private void Start()
{
startScale = transform.localScale;
//MenuOpenAction.action.performed += Action_Open;
//MenuOpenAction.action.canceled += Action_Canceled;
MenuOpenAction.action.actionMap.Enable();
Hide();
}
private void Action_Open(InputAction.CallbackContext obj)
public void Update()
{
if (activeCoroutine == null)
activeCoroutine = StartCoroutine(OpenMenu(OpenTime, startScale));
}
transform.rotation = Quaternion.LookRotation(transform.position - headTransform.position);
private void Action_Canceled(InputAction.CallbackContext obj)
{
if (activeCoroutine != null)
if (activeHand != null)
{
StopCoroutine(activeCoroutine);
activeCoroutine = null;
Vector3 relative = transform.InverseTransformPoint(activeHand.transform.position);
float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg;
imageTransform.localRotation = Quaternion.Euler(0f, 0f, angle);
}
}
public void Show(Hand hand)
{
activeHand = hand;
transform.position = hand.transform.position;
foreach (Transform t in transform)
{
t.gameObject.SetActive(true);
}
activeCoroutine = StartCoroutine(OpenMenu(OpenTime, startScale));
CancelCurrentTransition();
currentTransition = StartCoroutine(Co_ScaleTransition(false, 0.3f));
}
private void Update()
public void Hide()
{
Vector3 targetScale;
activeHand = null;
if (MenuOpenAction.action.ReadValue<float>() > 0.1f)
{
targetScale = startScale;
}
else
{
targetScale = Vector3.zero;
}
transform.localScale = Vector3.Lerp(transform.localScale, targetScale, Time.deltaTime * OpenTime);
CancelCurrentTransition();
currentTransition = StartCoroutine(Co_ScaleTransition(true, 0.3f));
}
private IEnumerator OpenMenu(float duration, Vector3 targetScale)
public void CancelCurrentTransition()
{
Vector3 startScale = transform.localScale;
Vector3 endScale = targetScale;
if (currentTransition != null)
StopCoroutine(currentTransition);
}
float t = 0.0f;
while (t < duration)
private IEnumerator Co_ScaleTransition(bool hide, float duration)
{
float timeElapsed = 0;
do
{
t += Time.deltaTime;
float normalizedTime = t / duration;
normalizedTime = Easing.Exponential.Out(normalizedTime);
timeElapsed += Time.deltaTime;
float normalizedTime = timeElapsed / duration;
Vector3 scale = Vector3.Lerp(startScale, endScale, normalizedTime);
transform.localScale = scale;
if (hide)
{
transform.localScale = Vector3.Lerp(transform.localScale, Vector3.zero, Easing.Cubic.In(normalizedTime));
}
else
{
transform.localScale = Vector3.Lerp(transform.localScale, originalScale, Easing.Cubic.Out(normalizedTime));
}
yield return null;
}
while (timeElapsed < duration);
foreach (Transform t in transform)
{
t.gameObject.SetActive(!hide);
}
}
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