一.什么是瞬移功能曲初?
瞬移就是使用手柄選取一個位置体谒,通過扳機(jī)鍵進(jìn)行瞬間移動杯聚。
因?yàn)镠TC Vive活動范圍有限制(3m * 5m)臼婆,所以我們在實(shí)際的使用中,為了更好的瀏覽場景幌绍,查看場景颁褂,會使用這種移動的方式,達(dá)到游戲中的視野移動傀广。
移動的方式有兩種:一種是水平移動即X颁独,Z軸移動;另一種就是垂直移動,即Y軸移動。
PS : 我們通過射線檢測的方法進(jìn)行開發(fā)伪冰,因?yàn)镠TC Vive有類似的腳本誓酒。所以我們只需更改腳本的某些部分就可實(shí)現(xiàn)瞬移功能。
二.案例詳解
1.下載Steam VR贮聂,導(dǎo)入資源
2.將腳本復(fù)制靠柑,修改類名(部分腳本)
using UnityEngine;
using System.Collections;
public class SteamVR_LaserPointer : 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;
holder.transform.localRotation = Quaternion.identity;
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);
pointer.transform.localRotation = Quaternion.identity;
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)
{
HitPoint = hit.point;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
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
4.添加傳送腳本
public class Test_TelePointer : MonoBehaviour {
//拿到手柄對象
public GameObject LeftController;
//修改后的射線檢查腳本
private Test_LaserPointer Pointer;
//右手柄的控制器
private SteamVR_TrackedController LeftSt;
//事件調(diào)用函數(shù)
ClickedEventHandler ce;
//當(dāng)前的目標(biāo)位置
Transform currentTransform;
//碰撞事件
PointerEventArgs arg;
void Start () {
Pointer = LeftController.GetComponent<Test_LaserPointer>();
LeftSt = LeftController.GetComponent<SteamVR_TrackedController>();
//利用Laserpoint里面的事件函數(shù)來檢測目標(biāo)位置
Pointer.PointerIn += LeftPointIn;
//利用Laserpoint里面的事件函數(shù)來檢測目標(biāo)位置
Pointer.PointerOut += LeftPointOut;
//利用手柄控制器來檢測我們的扳機(jī)事件
LeftSt.TriggerClicked += TriggerClicked;
}
void Update () {
}
//沒有檢測到碰撞信息
void LeftPointOut(object sender, PointerEventArgs e)
{
//當(dāng)前位置為空
currentTransform = null;
}
//檢測到碰撞信息
void LeftPointIn(object sender, PointerEventArgs e)
{
// 設(shè)置目標(biāo)位置為檢測到的目標(biāo)
currentTransform = e.target;
}
//扳機(jī)事件
void TriggerClicked(object sender, ClickedEventArgs e)
{
//如果檢測到目標(biāo)位置
if (currentTransform != null)
{
//移動
this.gameObject.transform.position = new Vector3(Pointer.HitPoint.x - LeftController.transform.localPosition.x, Pointer.HitPoint.y, Pointer.HitPoint.z - LeftController.transform.localPosition.z);
}
}