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VR开发实战HTC Vive项目之拯救金字塔

VR开发实战HTC Vive项目之拯救金字塔

作者: TonyWan_AR | 来源:发表于2017-05-01 23:50 被阅读322次

一、场景

二、激光发射逻辑


EmissionLaser

using UnityEngine;
using System.Collections;

public class EmissionLaser : MonoBehaviour {

    //开关控制是否发射激光
    public bool Enable;
    //激光发射点
    public GameObject pointer;
    public float thickness = 0.002f;
    Transform previousContact = null;

    void Start()
    {
        //创建激光发射点
        pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
        pointer.transform.parent = this.transform;
        pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
        pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
        pointer.transform.rotation = new Quaternion(0, 0, 0, 0);
        //删除激光发射器的碰撞
        BoxCollider collider = pointer.GetComponent<BoxCollider>();
        GameObject.Destroy(collider);

        if (Enable)
        {
            pointer.SetActive(true);
        }
        else
        {
            pointer.SetActive(false);
        }
    }

    //开始发射激光
    public void StartEmission()
    {
        pointer.SetActive(true);
        Enable = true;
    }

    //停止发射激光
    public void EndEmission()
    {
        pointer.SetActive(false);
        Enable = false;
        //当前是有下一个传递物体,如果有将停止发射激光事件传递给它
        if (previousContact != null)
        {
            ReceiveLaser r = previousContact.GetComponent<ReceiveLaser>();
            if (r != null)
            {
                r.PointerOut();
            }
            previousContact = null;
        }
    }

    void Update()
    {
        //根据Enable来判断是否发射激光
        if(!Enable)
        {
            return;
        }
        Ray raycast = new Ray(transform.position, transform.forward);
        RaycastHit hit;
        bool bHit = Physics.Raycast(raycast, out hit);

        float dist = 100f;

        //击中物体并且不等于当前击中物体,如果原物体不为空触发PointerOut,新物体触发PointIn事件。
        if (bHit && previousContact != hit.transform)
        {
            ReceiveLaser r;
            if (previousContact!= null)
            {
                r = previousContact.GetComponent<ReceiveLaser>();
                if (r != null)
                {
                    r.PointerOut();
                }
            }

            previousContact = hit.transform;
            r = previousContact.GetComponent<ReceiveLaser>();
            if (r != null)
            {
                r.PointerIn();
            }
        }
        //如果没有击中物体,并且原有击中物体,则触发原有物体的PointerOut事件,并将previousContact至空
        if (!bHit)
        {
            if(previousContact != null)
            {
                ReceiveLaser r = previousContact.GetComponent<ReceiveLaser>();
                if (r != null)
                {
                    r.PointerOut();
                }
                previousContact = null;
            }
        }
        if (bHit && hit.distance < 100f)
        {
            dist = hit.distance;
        }

        pointer.transform.localScale = new Vector3(thickness, thickness, dist);

        pointer.transform.localPosition = new Vector3(0f, 0f, dist / 2f);
    }
}

三、接收激光

1、父类接收激光脚本

ReceiveLaser

using UnityEngine;
using System.Collections;

public class ReceiveLaser : MonoBehaviour {
    //引用计数
    int ReferenceCount = 0;
    // Use this for initialization
    void Start () {
        
    }

    //有激光击中
    public void PointerIn()
    {
        ReferenceCount++;
        if(ReferenceCount > 0)
        {
            HighEnergy();
        }
    }

    //激光离开
    public void PointerOut()
    {
        ReferenceCount--;
        if (ReferenceCount <=0 )
        {
            LowEnergy();
        }
    }

    //进入低能量状态
    public virtual void LowEnergy()
    {

    }

    //进入高能量状态
    public virtual void HighEnergy()
    {

    }
}

2、接收并发射激光

ReceiveAndEmissionLaser

using UnityEngine;
using System.Collections;
public class ReceiveAndEmissionLaser : ReceiveLaser
{
    public EmissionLaser[] EmissionLasers;

    public override void HighEnergy()
    {
        foreach (EmissionLaser EmissionLaser in EmissionLasers)
        {
            EmissionLaser.StartEmission();
        }
    }

    public override void LowEnergy()
    {
        foreach (EmissionLaser EmissionLaser in EmissionLasers)
        {
            EmissionLaser.EndEmission();
        }
    }
}
3、接收激光后开门

ReceiveAndOpenDoor

using UnityEngine;
using System.Collections;

public class ReceiveAndOpenDoor : ReceiveLaser
{
    public Transform[] Doors;
    bool HasEnergy = false;

    void FixedUpdate()
    {
        if(HasEnergy)
        {
            foreach(Transform tr in Doors)
            {
                tr.position = Vector3.Lerp(tr.position , new Vector3(tr.position.x,-10, tr.position.z),Time.fixedDeltaTime);
            }
        }
    }

    public override void HighEnergy()
    {
        HasEnergy = true;
    }
}

4、接收后通过关卡胜利

ReceiveAndWin

using UnityEngine;
using System.Collections;

public class ReceiveAndWin : ReceiveLaser
{
    public GameObject Win;
    public override void HighEnergy()
    {
        Win.SetActive (true);
    }
}

四、制作接收和发射激光的预制体

五、操作狮子旋转

using UnityEngine;
using System.Collections;

public class RotateLion : MonoBehaviour
{
    SteamVR_LaserPointer SteamVR_LaserPointer;
    SteamVR_TrackedController SteamVR_TrackedController;
    Transform pointTransform;
    GameObject currentCatch;
    bool isTrigger;


    // Use this for initialization
    void Start()
    {
        //获取SteamVR_LaserPointer和SteamVR_TrackedController并监听属性
        SteamVR_LaserPointer = GetComponent<SteamVR_LaserPointer>();
        SteamVR_LaserPointer.PointerIn += PointerIn;
        SteamVR_LaserPointer.PointerOut += PointerOut;
        SteamVR_TrackedController = GetComponent<SteamVR_TrackedController>();
        SteamVR_TrackedController.TriggerClicked += TriggerClicked;
        SteamVR_TrackedController.TriggerUnclicked += TriggerUnclicked;
    }

    void FixedUpdate()
    {
        if (pointTransform != null && isTrigger)
        {
            pointTransform.rotation = Quaternion.AngleAxis(pointTransform.rotation.eulerAngles.y + 0.5f,Vector3.up);
        }
    }

    void PointerIn(object sender, PointerEventArgs e)
    {
        //判断是不是tag为Lion,如果不是就不设置标志。
        if (e.target.gameObject.tag == "Lion")
        {
            pointTransform = e.target;
        }
    }

    void PointerOut(object sender, PointerEventArgs e)
    {
        pointTransform = null;
    }

    void TriggerClicked(object sender, ClickedEventArgs e)
    {
        isTrigger = true;
    }

    void TriggerUnclicked(object sender, ClickedEventArgs e)
    {
        isTrigger = false;
    }
}

六、完善场景布置

七、效果展示

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