Commit 7fd5302d authored by 杨泽宇's avatar 杨泽宇

更新

parent e02993a8
...@@ -12,5 +12,5 @@ MonoBehaviour: ...@@ -12,5 +12,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 690929a59dc7a42da9030305190d391f, type: 3} m_Script: {fileID: 11500000, guid: 690929a59dc7a42da9030305190d391f, type: 3}
m_Name: XRDeviceSimulatorSettings m_Name: XRDeviceSimulatorSettings
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_AutomaticallyInstantiateSimulatorPrefab: 1 m_AutomaticallyInstantiateSimulatorPrefab: 0
m_SimulatorPrefab: {fileID: 6598815579406187037, guid: 18ddb545287c546e19cc77dc9fbb2189, type: 3} m_SimulatorPrefab: {fileID: 0}
...@@ -50,14 +50,14 @@ MonoBehaviour: ...@@ -50,14 +50,14 @@ MonoBehaviour:
animationStateStartValue: {r: 0, g: 0, b: 0, a: 0} animationStateStartValue: {r: 0, g: 0, b: 0, a: 0}
animationStateEndValue: {r: 0, g: 0, b: 0, a: 0} animationStateEndValue: {r: 0, g: 0, b: 0, a: 0}
- stateName: hovered - stateName: hovered
animationStateStartValue: {r: 0.6784314, g: 0.6784314, b: 0.6784314, a: 0.56078434} animationStateStartValue: {r: 1, g: 0, b: 0, a: 0.56078434}
animationStateEndValue: {r: 0.6784314, g: 0.6784314, b: 0.6784314, a: 0.5529412} animationStateEndValue: {r: 0.6784314, g: 0.6784314, b: 0.6784314, a: 0.5529412}
- stateName: hoveredPriority - stateName: hoveredPriority
animationStateStartValue: {r: 1, g: 1, b: 1, a: 0.74509805} animationStateStartValue: {r: 1, g: 1, b: 1, a: 0.74509805}
animationStateEndValue: {r: 1, g: 1, b: 1, a: 0.77254903} animationStateEndValue: {r: 1, g: 1, b: 1, a: 0.77254903}
- stateName: selected - stateName: selected
animationStateStartValue: {r: 1, g: 1, b: 1, a: 1} animationStateStartValue: {r: 1, g: 1, b: 1, a: 0}
animationStateEndValue: {r: 1, g: 0.40000004, b: 0, a: 1} animationStateEndValue: {r: 0.990566, g: 0.990566, b: 0.990566, a: 0}
- stateName: activated - stateName: activated
animationStateStartValue: {r: 1, g: 0.40000004, b: 0, a: 1} animationStateStartValue: {r: 1, g: 0.40000004, b: 0, a: 1}
animationStateEndValue: {r: 1, g: 0, b: 0, a: 1} animationStateEndValue: {r: 1, g: 0, b: 0, a: 1}
......
This diff is collapsed.
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
/// <summary> /// <summary>
/// 弓控制器 /// 弓控制器
...@@ -14,6 +15,8 @@ public class BowController : MonoBehaviour ...@@ -14,6 +15,8 @@ public class BowController : MonoBehaviour
public GameObject stringEndPoint; public GameObject stringEndPoint;
public GameObject stringMiddlePoint; public GameObject stringMiddlePoint;
public UnityEvent ArrowOnEvent;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -32,6 +35,8 @@ public class BowController : MonoBehaviour ...@@ -32,6 +35,8 @@ public class BowController : MonoBehaviour
stringMiddlePoint.transform.position = (stringStartPoint.transform.position + stringEndPoint.transform.position + new Vector3(0, 0.07f, 0)) / 2; stringMiddlePoint.transform.position = (stringStartPoint.transform.position + stringEndPoint.transform.position + new Vector3(0, 0.07f, 0)) / 2;
stringMiddlePoint.GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0); stringMiddlePoint.GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
stringMiddlePoint.GetComponent<Rigidbody>().angularVelocity = new Vector3(0, 0, 0); stringMiddlePoint.GetComponent<Rigidbody>().angularVelocity = new Vector3(0, 0, 0);
//可以发射弓箭
if (arrowTrigger.GetComponent<ArrowTrigger>().arrowOnBow) if (arrowTrigger.GetComponent<ArrowTrigger>().arrowOnBow)
{ {
GameObject arrowOnBow = arrowTrigger.GetComponent<ArrowTrigger>().arrowOnBow; GameObject arrowOnBow = arrowTrigger.GetComponent<ArrowTrigger>().arrowOnBow;
...@@ -41,6 +46,7 @@ public class BowController : MonoBehaviour ...@@ -41,6 +46,7 @@ public class BowController : MonoBehaviour
arrowOnBow.GetComponent<ArrowController>().waitingToShoot = false; arrowOnBow.GetComponent<ArrowController>().waitingToShoot = false;
arrowOnBow.GetComponent<Rigidbody>().AddForce(arrowOnBow.GetComponent<ArrowController>().arrowHeading * arrowOnBow.GetComponent<Rigidbody>().AddForce(arrowOnBow.GetComponent<ArrowController>().arrowHeading *
arrowOnBow.GetComponent<ArrowController>().arrowHeading.magnitude * arrowSpeed); arrowOnBow.GetComponent<ArrowController>().arrowHeading.magnitude * arrowSpeed);
ArrowOnEvent.Invoke();
} }
} }
} }
using UnityEngine; using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit; using UnityEngine.XR.Interaction.Toolkit;
/// <summary>
/// 绘制拉伸的弓弦
/// </summary>
public class PullMeasurer : XRBaseInteractable public class PullMeasurer : XRBaseInteractable
{ {
[SerializeField] private Transform start; // 拉伸测量的起始点 [SerializeField] private Transform start; // 拉伸测量的起始点
......
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