using System.Collections.Generic;
namespace UnityEngine.XR.Content.Interaction
{
///
/// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height.
///
public class ObjectReset : MonoBehaviour
{
[SerializeField]
[Tooltip("Which objects to reset if falling out of range.")]
List m_ObjectsToReset = new List();
[SerializeField]
[Tooltip("How often to check if objects should be reset.")]
float m_CheckDuration = 2f;
readonly List m_OriginalPositions = new List();
float m_CheckTimer;
///
/// See .
///
protected void Start()
{
foreach (var currentTransform in m_ObjectsToReset)
{
if (currentTransform != null)
{
m_OriginalPositions.Add(new Pose(currentTransform.position, currentTransform.rotation));
}
else
{
Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this);
m_OriginalPositions.Add(new Pose());
}
}
}
///
/// See .
///
protected void Update()
{
m_CheckTimer -= Time.deltaTime;
if (m_CheckTimer > 0)
return;
m_CheckTimer = m_CheckDuration;
var resetPlane = transform.position.y;
for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++)
{
var currentTransform = m_ObjectsToReset[transformIndex];
if (currentTransform == null)
continue;
if (currentTransform.position.y < resetPlane)
{
currentTransform.SetPositionAndRotation(m_OriginalPositions[transformIndex].position, m_OriginalPositions[transformIndex].rotation);
var rigidBody = currentTransform.GetComponentInChildren();
if (rigidBody != null)
{
rigidBody.velocity = Vector3.zero;
rigidBody.angularVelocity = Vector3.zero;
}
}
}
}
}
}