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杨泽宇
顺职VR迷宫游戏教学
Commits
e00f18d6
Commit
e00f18d6
authored
Feb 29, 2024
by
张英美
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Merge branch 'main' of git@gitlab.sd-zeus.com:yangzeyu/ShunZhiMazeVR.git
parents
16229fb1
f4dc446a
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XRDeviceSimulatorSettings.asset
...ts/XRI/Settings/Resources/XRDeviceSimulatorSettings.asset
+2
-2
2_Maze2.unity
Assets/_Scenes/2_Maze2.unity
+1241
-178
ArrowController.cs
Assets/_Scripts/ArrowController.cs
+83
-0
ArrowController.cs.meta
Assets/_Scripts/ArrowController.cs.meta
+11
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ArrowTrigger.cs
Assets/_Scripts/ArrowTrigger.cs
+27
-0
ArrowTrigger.cs.meta
Assets/_Scripts/ArrowTrigger.cs.meta
+11
-0
BowController.cs
Assets/_Scripts/BowController.cs
+46
-0
BowController.cs.meta
Assets/_Scripts/BowController.cs.meta
+11
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PullMeasurer.cs
Assets/_Scripts/PullMeasurer.cs
+62
-0
PullMeasurer.cs.meta
Assets/_Scripts/PullMeasurer.cs.meta
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StringRenderer.cs
Assets/_Scripts/StringRenderer.cs
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StringRenderer.cs.meta
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Assets/_Scripts/ArrowController.cs
0 → 100644
View file @
e00f18d6
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.XR.Interaction.Toolkit
;
public
class
ArrowController
:
MonoBehaviour
{
// Start is called before the first frame update
public
GameObject
arrowPrefab
;
public
GameObject
arrowPlace
;
public
GameObject
arrowTrigger
;
public
GameObject
arrowBack
;
public
Vector3
arrowHeading
;
public
bool
waitingToShoot
=
false
;
void
Start
()
{
arrowPlace
=
GameObject
.
Find
(
"XR Interaction Setup/XR Origin (XR Rig)/Camera Offset/Main Camera/ArrowPlace"
);
arrowTrigger
=
GameObject
.
Find
(
"Bow/ArrowTrigger"
);
arrowBack
=
GameObject
.
Find
(
"Bow/String/Notch"
);
}
// Update is called once per frame
void
Update
()
{
arrowHeading
=
arrowTrigger
.
transform
.
position
-
arrowBack
.
transform
.
position
;
if
(
waitingToShoot
)
{
gameObject
.
transform
.
position
=
arrowBack
.
transform
.
position
+
gameObject
.
transform
.
localScale
.
y
/
2.4f
*
arrowHeading
.
normalized
;
gameObject
.
transform
.
rotation
=
Quaternion
.
LookRotation
(
arrowHeading
,
Vector3
.
forward
);
}
}
public
void
GrabArrow
()
{
GameObject
arrow
=
Instantiate
(
arrowPrefab
,
arrowPlace
.
transform
.
position
,
arrowPlace
.
transform
.
rotation
);
arrow
.
transform
.
parent
=
GameObject
.
Find
(
"XR Interaction Setup/XR Origin (XR Rig)/Camera Offset/Main Camera"
).
transform
;
}
public
void
ReleaseArrow
()
{
gameObject
.
GetComponent
<
Rigidbody
>().
useGravity
=
true
;
gameObject
.
GetComponent
<
Rigidbody
>().
isKinematic
=
false
;
gameObject
.
transform
.
parent
=
null
;
if
(
arrowTrigger
.
GetComponent
<
ArrowTrigger
>().
arrowOnBow
==
gameObject
)
{
gameObject
.
GetComponent
<
Rigidbody
>().
useGravity
=
false
;
gameObject
.
transform
.
parent
=
arrowTrigger
.
transform
;
waitingToShoot
=
true
;
}
Debug
.
Log
(
"ReleaseArrow:"
+
gameObject
.
transform
.
parent
);
}
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
tag
==
"Target"
)
{
gameObject
.
transform
.
parent
=
other
.
transform
;
gameObject
.
GetComponentInParent
<
Rigidbody
>().
velocity
=
new
Vector3
(
0
,
0
,
0
);
gameObject
.
GetComponentInParent
<
Rigidbody
>().
useGravity
=
false
;
gameObject
.
GetComponentInParent
<
Rigidbody
>().
isKinematic
=
true
;
}
}
void
OnTriggerExit
(
Collider
other
)
{
if
(
other
.
tag
==
"Target"
)
{
gameObject
.
transform
.
parent
=
null
;
gameObject
.
GetComponentInParent
<
Rigidbody
>().
useGravity
=
true
;
gameObject
.
GetComponentInParent
<
Rigidbody
>().
constraints
=
RigidbodyConstraints
.
None
;
gameObject
.
GetComponentInParent
<
Rigidbody
>().
isKinematic
=
false
;
}
}
}
Assets/_Scripts/ArrowController.cs.meta
0 → 100644
View file @
e00f18d6
fileFormatVersion: 2
guid: a5c80d12c595e834eaf04fc07ee37b38
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externalObjects: {}
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defaultReferences: []
executionOrder: 0
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userData:
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Assets/_Scripts/ArrowTrigger.cs
0 → 100644
View file @
e00f18d6
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
ArrowTrigger
:
MonoBehaviour
{
public
GameObject
arrowOnBow
;
private
bool
arrowStatus
;
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
tag
==
"Arrow"
)
{
arrowStatus
=
true
;
arrowOnBow
=
other
.
gameObject
;
}
}
void
OnTriggerExit
(
Collider
other
)
{
if
(
other
.
tag
==
"Arrow"
)
{
arrowStatus
=
false
;
arrowOnBow
=
null
;
}
}
}
Assets/_Scripts/ArrowTrigger.cs.meta
0 → 100644
View file @
e00f18d6
fileFormatVersion: 2
guid: d0db9fd0bb60ef34faae5098fe6fae6e
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Assets/_Scripts/BowController.cs
0 → 100644
View file @
e00f18d6
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
/// <summary>
/// 弓控制器
/// </summary>
public
class
BowController
:
MonoBehaviour
{
public
float
arrowSpeed
=
400
;
public
GameObject
arrowTrigger
;
public
GameObject
arrowAttachedPoint
;
public
GameObject
stringStartPoint
;
public
GameObject
stringEndPoint
;
public
GameObject
stringMiddlePoint
;
// Start is called before the first frame update
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
public
void
ReleaseString
()
{
Debug
.
Log
(
"ReleaseString"
);
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
>().
angularVelocity
=
new
Vector3
(
0
,
0
,
0
);
if
(
arrowTrigger
.
GetComponent
<
ArrowTrigger
>().
arrowOnBow
)
{
GameObject
arrowOnBow
=
arrowTrigger
.
GetComponent
<
ArrowTrigger
>().
arrowOnBow
;
arrowOnBow
.
transform
.
parent
=
null
;
arrowOnBow
.
GetComponent
<
Rigidbody
>().
constraints
=
RigidbodyConstraints
.
FreezeRotationX
|
RigidbodyConstraints
.
FreezeRotationY
;
arrowOnBow
.
GetComponent
<
Rigidbody
>().
useGravity
=
true
;
arrowOnBow
.
GetComponent
<
ArrowController
>().
waitingToShoot
=
false
;
arrowOnBow
.
GetComponent
<
Rigidbody
>().
AddForce
(
arrowOnBow
.
GetComponent
<
ArrowController
>().
arrowHeading
*
arrowOnBow
.
GetComponent
<
ArrowController
>().
arrowHeading
.
magnitude
*
arrowSpeed
);
}
}
}
Assets/_Scripts/BowController.cs.meta
0 → 100644
View file @
e00f18d6
fileFormatVersion: 2
guid: a9bd1017b01dad845a964a4becf11c9a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Scripts/PullMeasurer.cs
0 → 100644
View file @
e00f18d6
using
UnityEngine
;
using
UnityEngine.XR.Interaction.Toolkit
;
public
class
PullMeasurer
:
XRBaseInteractable
{
[
SerializeField
]
private
Transform
start
;
// 拉伸测量的起始点
[
SerializeField
]
private
Transform
end
;
// 拉伸测量的结束点
public
float
PullAmount
{
get
;
private
set
;
}
=
0.0f
;
// 当前拉伸的程度,初始值为 0
// 通过线性插值获取当前拉伸位置的方法
public
Vector3
PullPosition
=>
Vector3
.
Lerp
(
start
.
position
,
end
.
position
,
PullAmount
);
protected
override
void
OnSelectExited
(
SelectExitEventArgs
args
)
{
base
.
OnSelectExited
(
args
);
PullAmount
=
0
;
// 当交互结束时,重置拉伸程度为 0
}
public
override
void
ProcessInteractable
(
XRInteractionUpdateOrder
.
UpdatePhase
updatePhase
)
{
base
.
ProcessInteractable
(
updatePhase
);
if
(
isSelected
)
{
// 在物体被选中时更新拉伸值
if
(
updatePhase
==
XRInteractionUpdateOrder
.
UpdatePhase
.
Dynamic
)
UpdatePull
();
}
}
private
void
UpdatePull
()
{
// 使用交互者的位置来计算拉伸程度
Vector3
interactorPosition
=
firstInteractorSelecting
.
transform
.
position
;
// 计算新的拉伸程度,并返回它在空间中的位置
PullAmount
=
CalculatePull
(
interactorPosition
);
}
private
float
CalculatePull
(
Vector3
pullPosition
)
{
// 计算方向和长度
Vector3
pullDirection
=
pullPosition
-
start
.
position
;
Vector3
targetDirection
=
end
.
position
-
start
.
position
;
// 规范化目标方向
float
maxLength
=
targetDirection
.
magnitude
;
targetDirection
.
Normalize
();
// 计算拉伸值
float
pullValue
=
Vector3
.
Dot
(
pullDirection
,
targetDirection
)
/
maxLength
;
return
Mathf
.
Clamp
(
pullValue
,
0.0f
,
1.0f
);
// 将拉伸值限制在 0 到 1 之间
}
private
void
OnDrawGizmos
()
{
// 在场景中绘制起始点到结束点的连线
if
(
start
&&
end
)
Gizmos
.
DrawLine
(
start
.
position
,
end
.
position
);
}
}
Assets/_Scripts/PullMeasurer.cs.meta
0 → 100644
View file @
e00f18d6
fileFormatVersion: 2
guid: 25fb566416268a1409511aab6f4e2d73
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Scripts/StringRenderer.cs
0 → 100644
View file @
e00f18d6
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
/// <summary>
/// 弓弦的绘制
/// </summary>
public
class
StringRenderer
:
MonoBehaviour
{
[
Header
(
"渲染位置"
)]
[
SerializeField
]
private
Transform
start
;
// 弓弦的起始点
[
SerializeField
]
private
Transform
middle
;
// 弓弦的中间点
[
SerializeField
]
private
Transform
end
;
// 弓弦的结束点
private
LineRenderer
lineRenderer
;
// 用于渲染弓弦的 LineRenderer 组件
private
void
Awake
()
{
lineRenderer
=
GetComponent
<
LineRenderer
>();
// 获取当前游戏对象上的 LineRenderer 组件
}
private
void
Update
()
{
if
(
Application
.
isEditor
&&
!
Application
.
isPlaying
)
UpdatePositions
();
// 在编辑器模式下,每帧更新弓弦的位置
}
private
void
OnEnable
()
{
Application
.
onBeforeRender
+=
UpdatePositions
;
// 在渲染之前更新弓弦的位置
}
private
void
OnDisable
()
{
Application
.
onBeforeRender
-=
UpdatePositions
;
// 移除在渲染之前更新弓弦的位置的监听
}
/// <summary>
/// 更新弓弦的位置
/// </summary>
private
void
UpdatePositions
()
{
// 设置 LineRenderer 组件的顶点位置为起始点、中间点和结束点的位置
lineRenderer
.
SetPositions
(
new
Vector3
[]
{
start
.
position
,
middle
.
position
,
end
.
position
});
}
}
Assets/_Scripts/StringRenderer.cs.meta
0 → 100644
View file @
e00f18d6
fileFormatVersion: 2
guid: cd5065d3a03425c40a7a8a0c97d287d7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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