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PolterblastTrigger.cs
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PolterblastTrigger.cs
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// Copyright (c) Meta Platforms, Inc. and affiliates.
using System.Collections;
using Phanto.Audio.Scripts;
using UnityEngine;
using Oculus.Haptics;
using Random = UnityEngine.Random;
/// <summary>
/// Controls the triggering of a Polterblast.
/// </summary>
public class PolterblastTrigger : MonoBehaviour
{
private static readonly int ActivateID = Animator.StringToHash("ACTIVATE");
private static float _accumulatedDamage = 0.0f;
private static float _accumulatedSplash = 0.0f;
[SerializeField] private PhantoPolterblastSfxBehavior hoseSfx;
[SerializeField] private Animator hoseAnimator;
[SerializeField] private Animator handleAnimator;
[SerializeField] private ParticleSystem ectoParticleSystem;
[SerializeField] private bool automaticEnabled;
[SerializeField] private OVRInput.RawButton triggerButton;
[SerializeField] private bool playHaptics = true;
[SerializeField] private bool playAnimations = true;
[SerializeField] private HapticClip hapticClip;
[SerializeField] private HapticCollection hapticCollection;
[SerializeField] private float hapticClipPlayerAmplitude = 1.0f;
[SerializeField, Range(1, 10)] private float maxPlayerAmplitudeScale = 5.0f;
[SerializeField, Range(0, 2)] private float splashScale = 0.5f;
private HapticClipPlayer _hapticClipPlayer;
private Controller _rightHand = Controller.Right;
private bool _hapticsActive;
private bool _triggerPulled;
private Coroutine _hapticLoopCoroutine;
private Transform _transform;
private float _lastFrameDamage = 0;
private float _lastFrameSplash = 0;
public bool AutomaticEnabled
{
get => automaticEnabled;
set => automaticEnabled = value;
}
private void Awake()
{
_transform = transform;
if (playHaptics)
{
// Initialize haptic clip player with the clip from the inspector
_hapticClipPlayer = new HapticClipPlayer(hapticClip);
_hapticClipPlayer.amplitude = hapticClipPlayerAmplitude;
}
}
private void Start()
{
if (playAnimations)
{
if (hoseAnimator != null) hoseAnimator.SetBool(ActivateID, false);
handleAnimator.SetBool(ActivateID, false);
}
}
private void OnDisable()
{
StopHapticLoop();
}
private void OnDestroy()
{
_hapticClipPlayer?.Dispose();
}
private void Update()
{
if (OVRInput.Get(triggerButton) || automaticEnabled)
_triggerPulled = true;
else
_triggerPulled = false;
if (_triggerPulled)
{
Play();
}
else
{
if (_hapticsActive && automaticEnabled == false)
{
_hapticsActive = false;
StopHapticLoop();
}
StopHose();
if (hoseSfx.isOn) hoseSfx.StopSfx();
}
if (_hapticsActive)
{
ProcessHapticFrequency(_hapticClipPlayer);
ProcessHapticAmplitude(_hapticClipPlayer);
}
var delta = Time.deltaTime;
_lastFrameDamage = Mathf.Lerp(_lastFrameDamage, 0, delta);
_lastFrameSplash = Mathf.Lerp(_lastFrameSplash, 0, delta);
}
private void ProcessHapticFrequency(HapticClipPlayer player)
{
// Slightly modulate frequency during playback
// TODO IDEA: modulate the frequency when the right hand is moved?
player.frequencyShift = Random.Range(-0.25f, 0.25f);
}
private void ProcessHapticAmplitude(HapticClipPlayer player)
{
// Increase the amplitude based on how much damage done this frame.
_lastFrameSplash = Mathf.Clamp(_lastFrameSplash + _accumulatedSplash * splashScale, 0, 5);
_accumulatedSplash = 0;
_lastFrameDamage = Mathf.Clamp(_lastFrameDamage + _accumulatedDamage, 0, 5);
_accumulatedDamage = 0;
var scale = MathUtils.Remap(0, 5, 1, maxPlayerAmplitudeScale, Mathf.Max(_lastFrameDamage, _lastFrameSplash));
// scale the haptic player's amplitude by how much damage we dealt.
player.amplitude = hapticClipPlayerAmplitude * scale;
// XRGizmos.DrawString($"{_lastFrameDamage:F1}\n{_lastFrameSplash:F1}", _transform.position, _transform.rotation, Color.green, 0.05f);
}
private void StartHapticLoop()
{
if (!playHaptics) return;
if (_hapticLoopCoroutine != null)
{
StopCoroutine(_hapticLoopCoroutine);
}
_hapticLoopCoroutine = StartCoroutine(HapticLoopCoroutine());
}
private IEnumerator HapticLoopCoroutine()
{
// pick a random start effect.
var startEffect = hapticCollection.GetRandomPlayer();
startEffect.Play(_rightHand);
// wait until effect is done.
yield return new WaitForSeconds(startEffect.clipDuration);
// Set looping to true
_hapticClipPlayer.isLooping = true;
// Play the looping clip
_hapticClipPlayer.Play(_rightHand);
}
private void StopHapticLoop()
{
if (_hapticLoopCoroutine != null)
{
StopCoroutine(_hapticLoopCoroutine);
_hapticLoopCoroutine = null;
}
if (_hapticClipPlayer == null)
{
return;
}
_hapticClipPlayer.isLooping = false;
_hapticClipPlayer.Stop();
}
private void StartHose()
{
if (ectoParticleSystem.isPlaying == false) ectoParticleSystem.Play(true);
if (playAnimations)
{
if (hoseAnimator != null) hoseAnimator.SetBool(ActivateID, true);
handleAnimator.SetBool(ActivateID, true);
}
}
private void StopHose()
{
ectoParticleSystem.Stop(true);
if (playAnimations)
{
if (hoseAnimator != null) hoseAnimator.SetBool(ActivateID, false);
handleAnimator.SetBool(ActivateID, false);
}
}
private void Play()
{
StartHose();
if (playHaptics && !_hapticsActive)
{
_hapticsActive = true;
StartHapticLoop();
}
if (!hoseSfx.loopSrc.isPlaying) hoseSfx.StartSfx();
}
public void GrabHandle()
{
StartHose();
}
public void ReleaseHandle()
{
StopHose();
}
/// <summary>
/// Used to provide haptic feedback when you damage an enemy
/// </summary>
public static void DamageNotification(float damage, Vector3 position, Vector3 normal)
{
_accumulatedDamage += damage;
}
/// <summary>
/// Used to provide haptic feedback when you spray goo
/// </summary>
public static void SplashHitNotification()
{
_accumulatedSplash++;
}
}