Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)

刚开始先查看了其他道友的方案:1.Unity使用SteamVR2.0实现基本功能(瞬移,抓取物品,射线点击,UI交互等)_贪小心的博客-CSDN博客_unity steam vr

2.【Steam VR 2.0】5.射线操作UGUI-射线点击物体_恩博同学的博客-CSDN博客_htc steamvr 射线点击ui

嗯。。。试着尝试了一下,不是很好用,于是乎记得以前用过得的方法(别人做的,我只是使用者),剔除出来,整理一下。

一 UGUI射线点击:

使用插件:CurvedUI(CurvedUI+DOTween+Shaders+Sprites-其它文档类资源-CSDN文库),SteamVR Plugin(商店免费)

场景使用SteamVR 的Interactions_Example场景测试的

1.将CurvedUI 下的CurvedUILaserPointer预制体 放置 SteamVR的 Player 下。

Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第1张图片
  1. 其他设置

Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第2张图片

Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第3张图片
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Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第5张图片
Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第6张图片

Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第7张图片
Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)_第8张图片

二 物品射线点击:

继承重写类:CurvedUILaserBeam


using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System;
using Valve.VR;
using Valve.VR.Extras;
using UnityEngine.Events;

namespace CurvedUI
{
    /// 
    /// This class contains code that controls the visuals (only!) of the laser pointer.
    /// 
    public class CurvedUILaserBeam : MonoBehaviour
    {
        public SteamVR_Action_Boolean interactWithModel = SteamVR_Input.GetBooleanAction("GrabPinch");
        bool isActive = false;
        public event PointerEventHandler PointerClickModel;
        Transform previousContact = null;
        public virtual void OnPointerClickModel(PointerEventArgs e)
        {
            if (PointerClickModel != null)
                PointerClickModel(this, e);
        }
        GameObject itemObject = null;
        bool bo = false;

#pragma warning disable 0649
        [SerializeField]
        Transform LaserBeamTransform;
        [SerializeField]
        Transform LaserBeamDot;
        [SerializeField]
        bool hideWhenNotAimingAtCanvas = false;
#pragma warning restore 0649

        protected void Update()
        {
            //get direction of the controller
            Ray myRay = new Ray(this.transform.position, this.transform.forward);

            //make laser beam hit stuff it points at.
            if (LaserBeamTransform && LaserBeamDot)
            {
                float length = 10000;
                RaycastHit hit;
                if (Physics.Raycast(myRay, out hit, length, CurvedUIInputModule.Instance.RaycastLayerMask))
                {
                    length = Vector3.Distance(hit.point, this.transform.position);
                    CurvedUISettings cuiSettings = hit.collider.GetComponentInParent();
                    if (cuiSettings != null)//UI 界面
                    {
                       // Debug.Log("是 UI 界面");
                        //find if there are any canvas objects we're pointing at. we only want transforms with graphics to block the pointer. (that are drawn by canvas => depth not -1)
                        int selectablesUnderPointer = cuiSettings.GetObjectsUnderPointer().FindAll(x =>
                        x != null && x.GetComponent() != null && x.GetComponent().depth != -1).Count;

                        length = selectablesUnderPointer == 0
                            ? 10000
                            : Vector3.Distance(hit.point, this.transform.position);
                    }
                    else{ length = 0; }
                }
                else if (Physics.Raycast(myRay, out hit, length, LayerMask.GetMask("Obj")))
                {
                    //物品的 Layer 设置 Obj  ,挂载组件:BoxCollider,FT_InteractableRay
                    length = Vector3.Distance(hit.point, this.transform.position);
                    FT_InteractableRay FT_InteractableRay = hit.collider.GetComponentInParent();
                    BoxCollider boxCollider = hit.collider.GetComponentInParent();
                    if (boxCollider != null&& FT_InteractableRay != null)
                    {
                        length = 1000;
                        length =  Vector3.Distance(hit.point, this.transform.position);
                        itemObject = hit.collider.gameObject;

                        if (!bo)
                        {
                            bo = true;
                            itemObject.GetComponent().RayEnter();
                        }

                        if (CurvedUIInputModule.Instance.SteamVRClickAction.GetStateDown(Valve.VR.SteamVR_Input_Sources.RightHand))
                        {
                            //点击
                            itemObject.GetComponent().RayClick();
                        }
                        else if (CurvedUIInputModule.Instance.SteamVRClickAction.GetStateDown(Valve.VR.SteamVR_Input_Sources.LeftHand))
                        {
                            //点击
                            itemObject.GetComponent().RayClick();
                        }
                    }
                }
                else
                {
                    bo = false;
                    itemObject?.GetComponent().RayExit();
                    itemObject = null;
                    length = 0;
                }

                //set the leangth of the beam
                LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyZ(length);

                 射线长度为零的时候隐藏射线
                //if (Math.Abs(length) < 0.0001f && LaserBeamTransform.gameObject.activeSelf)
                //    LaserBeamTransform.gameObject.SetActive(false);
                //else if (Math.Abs(length) >= 0.0001f && !LaserBeamTransform.gameObject.activeSelf)
                //    LaserBeamTransform.gameObject.SetActive(true);
            }


        }

    }
}

2.挂载物品上代码


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

    public class FT_InteractableRay : MonoBehaviour
    {
        public bool isActive = true;

        public UnityEvent OnRayEnter;
        public UnityEvent OnRayExit;
        public UnityEvent OnRayClick;

        public virtual void RayEnter()
        {
            OnRayEnter?.Invoke();
           // this.GetComponent().highlighted = false;
            Debug.Log("射线进入:" + name);
        }

        public virtual void RayExit()
        {
            OnRayExit?.Invoke();
            Debug.Log("射线离开:" + name);
        }

        public virtual void RayClick()
        {
           OnRayClick?.Invoke();
           Debug.Log("射线点击:" + name);
        }
    }

3.逻辑测试 代码

using HighlightPlus;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        this.gameObject.GetComponent().OnRayEnter.AddListener(() => {
            this.gameObject.GetComponent().highlighted = true;
        });
        this.gameObject.GetComponent().OnRayExit.AddListener(() => {
            this.gameObject.GetComponent().highlighted = false;
        });
        this.gameObject.GetComponent().OnRayClick.AddListener(() => {

        });
    }

    // Update is called once per frame
    void Update()
    {
        
    }
}

完事!!!!!!!!!!!

后面 慢慢完善一下。

以上 方案我以弃用,不是不好用,而是 很多功能需要自己 集成。恰好找到了一个别人集成好的方案。

:Unity VR Interaction Framework+VIVE Cosmos(完美组合)_野区捕龙为宠的博客-CSDN博客

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