Stratasys-450mc-VR/Assets/XRI_Examples/VRWalkthrough/Scripts/Walkthrough.cs

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using System;
namespace UnityEngine.XR.Content.Walkthrough
{
/// <summary>
/// Defines a walkthrough - a series of steps gated by triggers
/// </summary>
public class Walkthrough : MonoBehaviour
{
#pragma warning disable 649
[SerializeField]
[Tooltip("The name of this walkthrough - for reference by UI")]
string m_WalkthroughName;
[SerializeField]
[Tooltip("All of the steps this walkthrough requires, in order")]
WalkthroughStep[] m_Steps;
[SerializeField]
GameObject m_Waypoint;
[SerializeField]
GameObject m_WaypointLink;
[SerializeField]
bool m_LoopOnComplete = false;
#pragma warning restore 649
/// <summary>
/// The name of the walkthrough experience
/// </summary>
public string walkthroughName => m_WalkthroughName;
/// <summary>
/// All of the steps this walkthrough requires, in order
/// </summary>
public WalkthroughStep[] steps => m_Steps;
/// <summary>
/// The currently active step of the walkthrough
/// </summary>
public int currentStep { get; private set; } = 0;
/// <summary>
/// Event that is raised whenever the state of the walkthrough has changed.
/// </summary>
public Action walkthroughChangedCallback;
/// <summary>
/// Shifts to another step of the walkthrough
/// </summary>
/// <param name="stepIndex">The step to make active</param>
/// <param name="autoProgressIfComplete">If true, allows for skipping to the subsequent step if the current one is already complete.</param>
public void SkipToStep(int stepIndex, bool autoProgressIfComplete)
{
// Ignore invalid indices and no-ops
if (stepIndex < 0 || stepIndex >= m_Steps.Length || stepIndex == currentStep)
return;
// If any steps between our current step and the next are incomplete and block progression, we do not allow skipping to occur. This prevents
// problems like skipping to a step where relocalization has not yet occurred.
if (stepIndex > currentStep)
{
for (var testStepIndex = currentStep; testStepIndex < stepIndex; testStepIndex++)
{
var testStep = m_Steps[testStepIndex];
if (!testStep.canSkip)
{
Debug.LogWarning($"Can't skip past incomplete step {testStep.name}");
walkthroughChangedCallback?.Invoke();
return;
}
}
}
// If a valid step is already being displayed, set it back to inactive now
if (currentStep >= 0 && currentStep < m_Steps.Length)
m_Steps[currentStep].CancelStep();
currentStep = stepIndex;
m_Steps[currentStep].StartStep(OnStepComplete, autoProgressIfComplete);
walkthroughChangedCallback?.Invoke();
}
public void SkipToStep(int stepIndex)
{
SkipToStep(stepIndex, false);
}
void Awake()
{
int stepIndex = 1;
// We ensure each walkthrough step is ready to work (as we can't ensure components are waking in a determined order), then start the first step
foreach (var step in m_Steps)
{
step.Initialize();
var waypoint = Instantiate(m_Waypoint, step.gameObject.transform);
waypoint.transform.localPosition = Vector3.zero;
waypoint.transform.rotation = Quaternion.identity;
var waypointText = waypoint.GetComponentInChildren<TMPro.TMP_Text>();
waypointText.text = stepIndex.ToString();
step.waypoint = waypoint;
if (stepIndex > 1)
{
var link = Instantiate(m_WaypointLink, step.gameObject.transform);
link.transform.localPosition = Vector3.zero;
link.transform.rotation = Quaternion.identity;
var linkCurve = link.GetComponentInChildren<WaypointCurve>();
linkCurve.start = m_Steps[stepIndex - 2].gameObject.transform.position;
linkCurve.end = m_Steps[stepIndex - 1].gameObject.transform.position;
step.link = link;
}
stepIndex++;
}
if (m_Steps != null && m_Steps.Length > 0)
m_Steps[currentStep].StartStep(OnStepComplete);
walkthroughChangedCallback?.Invoke();
}
void OnStepComplete(bool autoProgress)
{
// We still call the changed callback even if we are not auto-progressing, as some UI may want to update labels or controls
if (!autoProgress)
{
walkthroughChangedCallback?.Invoke();
return;
}
// If we are auto-progressing, increment the step index and start the process again
currentStep++;
if (m_LoopOnComplete && currentStep >= m_Steps.Length)
currentStep = 0;
if (m_Steps == null || currentStep >= m_Steps.Length)
return;
m_Steps[currentStep].StartStep(OnStepComplete);
walkthroughChangedCallback?.Invoke();
}
}
}