166 lines
5.4 KiB
C#

using System.Collections;
using UnityEngine.XR.Interaction.Toolkit;
namespace UnityEngine.XR.Content.Interaction
{
/// <summary>
/// This class is responsible to update the claw position and its state.
/// The 3 states (NoPrize, TryGrabPrize and ReleasePrize) are coroutines and they update
/// the claw speed, particles and the UfoAbductionForce
/// <seealso cref="XRJoystick"/> and <seealso cref="XRPushButton"/>
/// </summary>
public class ClawMachine : MonoBehaviour
{
[SerializeField]
[Tooltip("The claw transform that will be updated and translated")]
Transform m_ClawTransform;
[SerializeField]
[Tooltip("The claw socket used to get the prizes")]
XRSocketInteractor m_ClawSocket;
[SerializeField]
[Tooltip("The component used to apply a force on the prizes")]
UfoAbductionForce m_UfoAbductionForce;
[SerializeField]
[Tooltip("The claw speed when not carrying a prize")]
float m_ClawWithoutPrizeSpeed;
[SerializeField]
[Tooltip("The claw speed when carrying a prize")]
float m_ClawWithPrizeSpeed;
[SerializeField]
[Tooltip("The claw speed when the UfoAbductionForce is enabled")]
float m_ClawAbductionSpeed;
[SerializeField]
[Tooltip("The claw's minimum local position. Used to clamp the claw position")]
Vector2 m_MinClawPosition;
[SerializeField]
[Tooltip("The claw's maximum local position. Used to clamp the claw position")]
Vector2 m_MaxClawPosition;
[SerializeField]
[Tooltip("The Sparklies particle. This particle is activated while the UfoAbductionForce is enabled")]
ParticleSystem m_SparkliesParticle;
[SerializeField]
[Tooltip("The UfoBeam particle. This particle is activated while the PushButton is held down")]
ParticleSystem m_UfoBeamParticle;
bool m_ButtonPressed;
Vector2 m_JoystickValue;
void Start()
{
StartCoroutine(NoPrizeState());
}
void UpdateClawPosition(float speed)
{
// Get current claw position
var clawPosition = m_ClawTransform.localPosition;
// Calculate claw velocity and new position
clawPosition += new Vector3(m_JoystickValue.x * speed * Time.deltaTime, 0f,
m_JoystickValue.y * speed * Time.deltaTime);
// Clamp claw position
clawPosition.x = Mathf.Clamp(clawPosition.x, m_MinClawPosition.x, m_MaxClawPosition.x);
clawPosition.z = Mathf.Clamp(clawPosition.z, m_MinClawPosition.y, m_MaxClawPosition.y);
// Update claw position
m_ClawTransform.localPosition = clawPosition;
}
IEnumerator NoPrizeState()
{
// Move the claw
while (!m_ButtonPressed)
{
UpdateClawPosition(m_ClawWithoutPrizeSpeed);
yield return null;
}
StartCoroutine(TryGrabPrizeState());
}
IEnumerator TryGrabPrizeState()
{
// Start particles, activate the Socket and the UfoAbductionForce
m_SparkliesParticle.Play();
m_UfoBeamParticle.Play();
m_ClawSocket.socketActive = true;
m_UfoAbductionForce.enabled = true;
// Try get a prize, the claw can still move
while (m_ButtonPressed && !m_ClawSocket.hasSelection)
{
UpdateClawPosition(m_ClawAbductionSpeed);
yield return null;
}
// Disable abduction force and the Sparklies particle
m_UfoAbductionForce.enabled = false;
m_SparkliesParticle.Stop();
StartCoroutine(ReleasePrizeState());
}
IEnumerator ReleasePrizeState()
{
// Move the claw
while (m_ButtonPressed)
{
UpdateClawPosition(m_ClawWithPrizeSpeed);
yield return null;
}
// Release the prize and stop the last particle
m_ClawSocket.socketActive = false;
m_UfoBeamParticle.Stop();
StartCoroutine(NoPrizeState());
}
/// <summary>
/// Updates the internal state of the push button used by this class.
/// Called by the <c>XRPushButton.OnPress</c> event.
/// </summary>
public void OnButtonPress()
{
m_ButtonPressed = true;
}
/// <summary>
/// Updates the internal state of the push button used by this class.
/// Called by the <c>XRPushButton.OnRelease</c> event.
/// </summary>
public void OnButtonRelease()
{
m_ButtonPressed = false;
}
/// <summary>
/// Gets the X value of the joystick. Called by the <c>XRJoystick.OnValueChangeX</c> event.
/// </summary>
/// <param name="x">The joystick's X value</param>
public void OnJoystickValueChangeX(float x)
{
m_JoystickValue.x = x;
}
/// <summary>
/// Gets the Y value of the joystick. Called by the <c>XRJoystick.OnValueChangeY</c> event.
/// </summary>
/// <param name="y">The joystick's Y value</param>
public void OnJoystickValueChangeY(float y)
{
m_JoystickValue.y = y;
}
}
}