mirror of
https://github.com/ConjureETS/MTI860_VR_Multi_Controller.git
synced 2026-03-25 13:01:15 +00:00
Ok Timer et temtative Fix Teleportation
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@ -4,8 +4,9 @@
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m_PrefabAsset: {fileID: 0}
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m_Name: TeleportLaser
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m_Name: TeleportLaser
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m_Shader: {fileID: 10755, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords: _EMISSION
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m_ShaderKeywords: _EMISSION
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@ -72,5 +73,6 @@ Material:
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m_BuildTextureStacks: []
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@ -761,6 +761,8 @@ public class LocomotionTeleport : MonoBehaviour
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/// </summary>
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/// </summary>
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public event Action<Transform, Vector3, Quaternion> Teleported;
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public event Action<Transform, Vector3, Quaternion> Teleported;
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public Transform player;
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/// <summary>
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/// <summary>
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/// Perform the actual teleport.
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/// Perform the actual teleport.
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/// Note that warp transitions do not call this function and instead moves the game object
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/// Note that warp transitions do not call this function and instead moves the game object
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@ -770,7 +772,7 @@ public class LocomotionTeleport : MonoBehaviour
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{
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{
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var character = LocomotionController.CharacterController;
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var character = LocomotionController.CharacterController;
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character.enabled = false;
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character.enabled = false;
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var characterTransform = character.transform;
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var characterTransform = player;
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var destTransform = _teleportDestination.OrientationIndicator;
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var destTransform = _teleportDestination.OrientationIndicator;
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Vector3 destPosition = destTransform.position;
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Vector3 destPosition = destTransform.position;
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@ -785,7 +787,7 @@ public class LocomotionTeleport : MonoBehaviour
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#endif
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#endif
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if (Teleported != null)
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if (Teleported != null)
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{
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{
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Teleported(characterTransform, destPosition, destRotation);
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Teleported(player, destPosition, destRotation);
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}
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}
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characterTransform.position = destPosition;
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characterTransform.position = destPosition;
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50
Assets/Scripts/Timer.cs
Normal file
50
Assets/Scripts/Timer.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Timer : MonoBehaviour
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{
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private float time { get; set; }
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private bool timerStop { get; set; }
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[SerializeField]
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private TextMesh text;
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private Coroutine timerRoutine;
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// Start is called before the first frame update
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void Start()
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{
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time = 0;
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Coroutine timerRoutine = StartCoroutine("TimerExecute");
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}
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private void FixedUpdate()
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{
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}
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public void Stop()
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{
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timerStop = true;
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StopCoroutine(timerRoutine);
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}
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IEnumerator TimerExecute()
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{
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while (true)
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{
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if (!timerStop)
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{
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time += 0.1f;
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if (text != null)
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text.text = ""+ (Mathf.Round(time * 10) * 0.1f).ToString("F1");
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yield return new WaitForSeconds(.1f);
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}
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}
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}
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}
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11
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11
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