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created xr scroll component
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71
Assets/Scripts/Interactions/XRScroll.cs
Normal file
71
Assets/Scripts/Interactions/XRScroll.cs
Normal file
@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
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using UnityEngine.Events;
|
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using UnityEngine.XR.Interaction.Toolkit;
|
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|
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namespace Interactions
|
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{
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public class XRScroll : MonoBehaviour
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{
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private bool isHovering;
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[SerializeField] private Vector3 scrollAxis = Vector3.up;
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public RotateTarget rotator;
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[SerializeField] private MeshRenderer meshRenderer;
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[SerializeField] private Material onMat, offMat;
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public TextMeshProUGUI text;
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public void OnHoverEntered(HoverEnterEventArgs args)
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{
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}
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public void OnSelected(SelectEnterEventArgs args)
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{
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StartCoroutine(Hovering(args.interactorObject.transform));
|
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}
|
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|
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private IEnumerator Hovering(Transform mover)
|
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{
|
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if (isHovering) yield break;
|
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isHovering = true;
|
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meshRenderer.material = onMat;
|
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Vector3 previousPos = mover.position;
|
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|
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while (isHovering)
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{
|
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yield return null;
|
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|
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Vector3 currentPos = mover.position;
|
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|
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Vector3 diff = (previousPos - currentPos);
|
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diff = new Vector3(diff.x * scrollAxis.x, diff.y * scrollAxis.y, diff.z * scrollAxis.z);
|
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|
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text.text = diff.ToString("0.00000");
|
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|
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previousPos = currentPos;
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rotator.Rotate(diff);
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}
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meshRenderer.material = offMat;
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}
|
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public void OnHoverExited(HoverExitEventArgs args)
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{
|
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//isHovering = false;
|
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}
|
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|
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public void OnUnSelected(SelectExitEventArgs args)
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{
|
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isHovering = false;
|
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}
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|
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}
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}
|
11
Assets/Scripts/Interactions/XRScroll.cs.meta
Normal file
11
Assets/Scripts/Interactions/XRScroll.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -18,6 +18,7 @@ public class RotateTarget : MonoBehaviour
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private void Update()
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{
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if (target == null) return;
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return;
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RemapDirection();
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|
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@ -31,4 +32,17 @@ public class RotateTarget : MonoBehaviour
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}
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|
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public void SetDirectionValue(float value) => inputValue = value;
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public void Rotate(Vector3 value)
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{
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float totalRot = value.x + value.y + value.z;
|
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|
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totalRot *= Time.deltaTime;
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|
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totalRot *= speed;
|
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|
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Vector3 axis = Vector3.forward;
|
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|
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target.Rotate(axis,totalRot);
|
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}
|
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}
|
||||
|
Loading…
Reference in New Issue
Block a user