一、为什么要实现瞬移这个功能##
因为HTC Vive活动范围有限制(3m * 5m),所以我们在实际的使用中,为了更好的浏览场景,查看场景,会使用这种移动的方式,达到游戏中的视野移动。
一般来说就是手柄选取一个位置,通过扳机键确认移动。
移动的方式有两种:一种是水平移动即X,Z轴移动;另一种就是垂直移动,即Y轴移动。
二、实现过程##
这瞬移过程中最重要的是拿到目标位置的坐标,我们可以通过射线检测拿到位置.
在Steam VR插件给我们提供了封装好的类与方法,我们做出相应的改变得到我们需要的结果.
重写代码展示:
using UnityEngine;
using System.Collections;
//public struct PointerEventArgs
//{
// public uint controllerIndex;
// public uint flags;
// public float distance;
// public Transform target;
//}
//public delegate void PointerEventHandler(object sender, PointerEventArgs e);
public class Test_LaserPointer : MonoBehaviour
{
public bool active = true;
public Color color;
public float thickness = 0.002f;
public GameObject holder;
public GameObject pointer;
bool isActive = false;
public bool addRigidBody = false;
public Transform reference;
public event PointerEventHandler PointerIn;
public event PointerEventHandler PointerOut;
public Vector3 HitPoint;//添加的量找到目标位置
Transform previousContact = null;
// Use this for initialization
void Start ()
{
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
holder.transform.localRotation = Quaternion.identity;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
pointer.transform.localRotation = Quaternion.identity;
BoxCollider collider = pointer.GetComponent();
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent();
rigidBody.isKinematic = true;
}
else
{
if(collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent().material = newMaterial;
}
public virtual void OnPointerIn(PointerEventArgs e)
{
if (PointerIn != null)
PointerIn(this, e);
}
public virtual void OnPointerOut(PointerEventArgs e)
{
if (PointerOut != null)
PointerOut(this, e);
}
// Update is called once per frame
void Update ()
{
if (!isActive)
{
isActive = true;
this.transform.GetChild(0).gameObject.SetActive(true);
}
float dist = 100f;
SteamVR_TrackedController controller = GetComponent();
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
if(previousContact && previousContact != hit.transform)
{
PointerEventArgs args = new PointerEventArgs();
if (controller != null)
{
args.controllerIndex = controller.controllerIndex;
}
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(args);
previousContact = null;
}
if(bHit && previousContact != hit.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
if (controller != null)
{
argsIn.controllerIndex = controller.controllerIndex;
}
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.transform;
OnPointerIn(argsIn);
previousContact = hit.transform;
}
if(!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (bHit)//添加的实现代码;
{
HitPoint = hit.point;
}
if (controller != null && controller.triggerPressed)
{
pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
}
else
{
pointer.transform.localScale = new Vector3(thickness, thickness, dist);
}
pointer.transform.localPosition = new Vector3(0f, 0f, dist/2f);
}
}
下面就是自己写代码实现瞬移过程:
代码展示及逻辑:
public class Test_Teleporter : MonoBehaviour {
// 拿到手柄对象
public GameObject LeftController;
//修改后的射线检测脚本
private Test_LaserPointer Pointer;
// 右手柄的控制器
private SteamVR_TrackedController LeftSt;
// 事件调用函数
ClickedEventHandler ce;
// 当前的目标位置
Transform currentTransform;
// 碰撞事件
PointerEventArgs arg;
void Start()
{
Pointer = LeftController.GetComponent();
LeftSt = LeftController.GetComponent();
// 利用Laserpoint里面的事件函数来检测目标位置
Pointer.PointerIn += LeftPointIn;
// 利用Laserpoint里面的事件函数来检测目标位置
Pointer.PointerOut += LeftPointOut;
// 利用手柄控制器来检测我们的扳机事件
LeftSt.TriggerClicked += TriggerClicked;
}
// 没有检测到碰撞信息
void LeftPointOut(object sender, PointerEventArgs e)
{ // 当前位置没有
currentTransform = null;
}
// 检测到碰撞信息
void LeftPointIn(object sender, PointerEventArgs e)
{ // 设置目标位置为检测到的目标
currentTransform = e.target;
}
// 扳机事件
void TriggerClicked(object sender, ClickedEventArgs e)
{
// 如果检测到目标位置
if (currentTransform != null)
{ // 移动
this.gameObject.transform.position = new Vector3(Pointer.HitPoint.x - LeftController.transform.localPosition.x, Pointer.HitPoint.y, Pointer.HitPoint.z - LeftController.transform.localPosition.z);
}
}
}