Rearrange demo sample assets, fixed Runtime grabbing test

This commit is contained in:
Pascal Serrarens 2022-01-17 14:19:28 +01:00
parent e5a13bdc4b
commit acf11d63c3
116 changed files with 9 additions and 71847 deletions

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@ -58,7 +58,6 @@ namespace Passer.Humanoid {
public override void Start(HumanoidControl _humanoid, Transform targetTransform) { public override void Start(HumanoidControl _humanoid, Transform targetTransform) {
base.Start(_humanoid, targetTransform); base.Start(_humanoid, targetTransform);
Debug.Log("start unityxr head");
tracker = headTarget.humanoid.unityXR; tracker = headTarget.humanoid.unityXR;
if (tracker == null || !tracker.enabled || !enabled) if (tracker == null || !tracker.enabled || !enabled)
return; return;

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@ -140,7 +140,6 @@ namespace Passer.Humanoid {
public override void StartTracker(HumanoidControl humanoid) { public override void StartTracker(HumanoidControl humanoid) {
this.humanoid = humanoid; this.humanoid = humanoid;
Debug.Log("start unityXR");
UnityXRDevice.Start(); UnityXRDevice.Start();

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@ -1732,13 +1732,13 @@ namespace Passer.Humanoid {
// Don't rotate when you're close to the target position // Don't rotate when you're close to the target position
if (distance > 0.2F) if (distance > 0.2F)
transform.LookAt(targetPosition); transform.LookAt(targetPosition);
transform.rotation = Quaternion.AngleAxis(transform.eulerAngles.y, Vector3.up); transform.rotation = Quaternion.AngleAxis(transform.eulerAngles.y, Vector3.up);
if (distance > 0.5F) // make dependent on maxAcceleration? if (distance > 0.5F) // make dependent on maxAcceleration?
MoveForward(1); MoveForward(1);
else { else {
float f = 1 - (distance / 0.5F); float f = 1 - (distance / 0.5F);
Vector3 worldVector = (targetPosition - transform.position).normalized * (1 - (f * f * f)); Vector3 worldVector = (targetPosition - transform.position).normalized * (1 - (f * f * f));
//Debug.Log("M " + worldVector.magnitude);
//if (worldVector.magnitude < 0.15F) //if (worldVector.magnitude < 0.15F)
// worldVector = worldVector.normalized * 0.15F; // * Time.fixedDeltaTime ; // worldVector = worldVector.normalized * 0.15F; // * Time.fixedDeltaTime ;
MoveWorldVector(worldVector); MoveWorldVector(worldVector);
@ -1746,7 +1746,6 @@ namespace Passer.Humanoid {
Vector3 direction = targetPosition - transform.position; Vector3 direction = targetPosition - transform.position;
direction.y = 0; direction.y = 0;
distance = direction.magnitude; distance = direction.magnitude;
//yield return new WaitForEndOfFrame();
yield return new WaitForSeconds(0.01F); yield return new WaitForSeconds(0.01F);
} while (distance > 0.01F); } while (distance > 0.01F);
Stop(); Stop();

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@ -1,66 +0,0 @@
using UnityEngine;
using System.Collections;
using Passer;
public class ControllerDebugger : MonoBehaviour {
[System.Serializable]
public struct ControllerSideDebugger {
public float stickHorizontal;
public float stickVertical;
public bool stickButton;
public bool stickTouch;
public float touchpadHorizontal;
public float touchpadVertical;
public bool touchpadButton;
public bool touchpadTouch;
public bool[] buttons;
public float bumper;
public float trigger;
public bool option;
}
public ControllerSideDebugger left;
public ControllerSideDebugger right;
private Controller controller;
private void Start () {
controller = Controllers.GetController(0);
left.buttons = new bool[4];
right.buttons = new bool[4];
}
private void Update () {
UpdateSide(ref left, controller.left);
UpdateSide(ref right, controller.right);
}
void UpdateSide(ref ControllerSideDebugger sideDebugger, ControllerSide controllerSide) {
sideDebugger.stickHorizontal = controllerSide.stickHorizontal;
sideDebugger.stickVertical = controllerSide.stickVertical;
sideDebugger.stickButton = controllerSide.stickButton;
sideDebugger.stickTouch = controllerSide.stickTouch;
sideDebugger.touchpadHorizontal = controllerSide.touchpadHorizontal;
sideDebugger.touchpadVertical = controllerSide.touchpadVertical;
sideDebugger.touchpadButton = controllerSide.touchpadPress;
sideDebugger.touchpadTouch = controllerSide.touchpadTouch;
sideDebugger.buttons[0] = controllerSide.buttons[0];
sideDebugger.buttons[1] = controllerSide.buttons[1];
sideDebugger.buttons[2] = controllerSide.buttons[2];
sideDebugger.buttons[3] = controllerSide.buttons[3];
sideDebugger.bumper = controllerSide.trigger1;
sideDebugger.trigger = controllerSide.trigger2;
sideDebugger.option = controllerSide.option;
}
}

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using UnityEngine;
public class Hit : MonoBehaviour {
public void HitMe() {
Debug.Log("AU!");
}
}

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