1采章、瞬移
因為HTC Vive活動范圍有限制(3m * 5m)运嗜,所以我們在實際的使用中,為了更好的瀏覽場景悯舟,查看場景担租,會使用這種移動的方式,達(dá)到游戲中的視野移動抵怎。
一般來說就是手柄選取一個位置翩活,通過扳機(jī)鍵確認(rèn)移動。
移動的方式有兩種:一種是水平移動即X便贵,Z軸移動;另一種就是垂直移動,即Y軸移動菠镇。
2、如何實現(xiàn)位置選瘸辛А利耍?
只要能得到目標(biāo)位置點(diǎn),我們就可以移動盔粹。那這種功能如何做隘梨?
使用射線檢測!
HTC Vive中有類似的腳本實現(xiàn)舷嗡,所以我們只需要修改相關(guān)的腳本就可以辦到轴猎,但是還是需要一定的編程功底。
腳本實現(xiàn):
將下面腳本復(fù)制就可进萄,
修改類名捻脖,添加腳本
using UnityEngine;
using System.Collections;
public class CatchPointer : MonoBehaviour
{
public bool active = true;
public Color color;
public float thickness = 0.002f;
public GameObject holder;
public GameObject pointer;
bool isActive = false;
public bool addRigidBody = false;
public Transform reference;
public event PointerEventHandler PointerIn;
public event PointerEventHandler PointerOut;
public Vector3 HitPoint;
Transform previousContact = null;
// Use this for initialization
void Start ()
{
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
BoxCollider collider = pointer.GetComponent<BoxCollider>();
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
}
else
{
if(collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
}
public virtual void OnPointerIn(PointerEventArgs e)
{
if (PointerIn != null)
PointerIn(this, e);
}
public virtual void OnPointerOut(PointerEventArgs e)
{
if (PointerOut != null)
PointerOut(this, e);
}
// Update is called once per frame
void Update ()
{
if (!isActive)
{
isActive = true;
this.transform.GetChild(0).gameObject.SetActive(true);
}
float dist = 100f;
SteamVR_TrackedController controller = GetComponent<SteamVR_TrackedController>();
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
if(previousContact && previousContact != hit.transform)
{
PointerEventArgs args = new PointerEventArgs();
if (controller != null)
{
args.controllerIndex = controller.controllerIndex;
}
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(args);
previousContact = null;
}
if(bHit && previousContact != hit.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
if (controller != null)
{
argsIn.controllerIndex = controller.controllerIndex;
}
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.transform;
OnPointerIn(argsIn);
previousContact = hit.transform;
}
if(!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (bHit)
{
HitPoint = hit.point;
}
if (controller != null && controller.triggerPressed)
{
pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
}
else
{
pointer.transform.localScale = new Vector3(thickness, thickness, dist);
}
pointer.transform.localPosition = new Vector3(0f, 0f, dist/2f);
}
}
3、添加腳本查看效果
4中鼠、如何傳送可婶?
編寫腳本進(jìn)行設(shè)置
using UnityEngine;
using System.Collections;
public class Teleport : MonoBehaviour {
public GameObject LeftController;
private CatchPointer Pointer;
private SteamVR_TrackedController LeftSt;
ClickedEventHandler ce;
Transform currentTransform;
PointerEventArgs arg;
void Start () {
Pointer = LeftController.GetComponent<CatchPointer>();
LeftSt = LeftController.GetComponent<SteamVR_TrackedController>();
Pointer.PointerIn += LeftPointIn;
Pointer.PointerOut += LeftPointOut;
LeftSt.TriggerClicked += TriggerClicked;
}
void Update () {
}
void LeftPointOut(object sender, PointerEventArgs e)
{
currentTransform = null;
}
void LeftPointIn(object sender, PointerEventArgs e)
{ // 設(shè)置標(biāo)識
currentTransform = e.target;
}
void TriggerClicked(object sender, ClickedEventArgs e)
{
if (currentTransform != null)
{
this.gameObject.transform.position = new Vector3(Pointer.HitPoint.x - LeftController.transform.localPosition.x, Pointer.HitPoint.y, Pointer.HitPoint.z - LeftController.transform.localPosition.z);
}
}
}