594 lines
18 KiB
C#
594 lines
18 KiB
C#
|
/************************************************************************************
|
||
|
|
||
|
Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
|
||
|
|
||
|
Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
|
||
|
you may not use the Oculus VR Rift SDK except in compliance with the License,
|
||
|
which is provided at the time of installation or download, or which
|
||
|
otherwise accompanies this software in either electronic or hard copy form.
|
||
|
|
||
|
You may obtain a copy of the License at
|
||
|
|
||
|
https://developer.oculus.com/licenses/sdk-3.4.1
|
||
|
|
||
|
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
|
||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
||
|
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||
|
See the License for the specific language governing permissions and
|
||
|
limitations under the License.
|
||
|
|
||
|
************************************************************************************/
|
||
|
|
||
|
using System;
|
||
|
using UnityEngine;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Controls the player's movement in virtual reality.
|
||
|
/// </summary>
|
||
|
[RequireComponent(typeof(CharacterController))]
|
||
|
public class OVRPlayerController : MonoBehaviour
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// The rate acceleration during movement.
|
||
|
/// </summary>
|
||
|
public float Acceleration = 0.1f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The rate of damping on movement.
|
||
|
/// </summary>
|
||
|
public float Damping = 0.3f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The rate of additional damping when moving sideways or backwards.
|
||
|
/// </summary>
|
||
|
public float BackAndSideDampen = 0.5f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The force applied to the character when jumping.
|
||
|
/// </summary>
|
||
|
public float JumpForce = 0.3f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The rate of rotation when using a gamepad.
|
||
|
/// </summary>
|
||
|
public float RotationAmount = 1.5f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The rate of rotation when using the keyboard.
|
||
|
/// </summary>
|
||
|
public float RotationRatchet = 45.0f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The player will rotate in fixed steps if Snap Rotation is enabled.
|
||
|
/// </summary>
|
||
|
[Tooltip("The player will rotate in fixed steps if Snap Rotation is enabled.")]
|
||
|
public bool SnapRotation = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// How many fixed speeds to use with linear movement? 0=linear control
|
||
|
/// </summary>
|
||
|
[Tooltip("How many fixed speeds to use with linear movement? 0=linear control")]
|
||
|
public int FixedSpeedSteps;
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, reset the initial yaw of the player controller when the Hmd pose is recentered.
|
||
|
/// </summary>
|
||
|
public bool HmdResetsY = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, tracking data from a child OVRCameraRig will update the direction of movement.
|
||
|
/// </summary>
|
||
|
public bool HmdRotatesY = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Modifies the strength of gravity.
|
||
|
/// </summary>
|
||
|
public float GravityModifier = 0.379f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, each OVRPlayerController will use the player's physical height.
|
||
|
/// </summary>
|
||
|
public bool useProfileData = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The CameraHeight is the actual height of the HMD and can be used to adjust the height of the character controller, which will affect the
|
||
|
/// ability of the character to move into areas with a low ceiling.
|
||
|
/// </summary>
|
||
|
[NonSerialized]
|
||
|
public float CameraHeight;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This event is raised after the character controller is moved. This is used by the OVRAvatarLocomotion script to keep the avatar transform synchronized
|
||
|
/// with the OVRPlayerController.
|
||
|
/// </summary>
|
||
|
public event Action<Transform> TransformUpdated;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This bool is set to true whenever the player controller has been teleported. It is reset after every frame. Some systems, such as
|
||
|
/// CharacterCameraConstraint, test this boolean in order to disable logic that moves the character controller immediately
|
||
|
/// following the teleport.
|
||
|
/// </summary>
|
||
|
[NonSerialized] // This doesn't need to be visible in the inspector.
|
||
|
public bool Teleported;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This event is raised immediately after the camera transform has been updated, but before movement is updated.
|
||
|
/// </summary>
|
||
|
public event Action CameraUpdated;
|
||
|
|
||
|
/// <summary>
|
||
|
/// This event is raised right before the character controller is actually moved in order to provide other systems the opportunity to
|
||
|
/// move the character controller in response to things other than user input, such as movement of the HMD. See CharacterCameraConstraint.cs
|
||
|
/// for an example of this.
|
||
|
/// </summary>
|
||
|
public event Action PreCharacterMove;
|
||
|
|
||
|
/// <summary>
|
||
|
/// When true, user input will be applied to linear movement. Set this to false whenever the player controller needs to ignore input for
|
||
|
/// linear movement.
|
||
|
/// </summary>
|
||
|
public bool EnableLinearMovement = true;
|
||
|
|
||
|
/// <summary>
|
||
|
/// When true, user input will be applied to rotation. Set this to false whenever the player controller needs to ignore input for rotation.
|
||
|
/// </summary>
|
||
|
public bool EnableRotation = true;
|
||
|
|
||
|
protected CharacterController Controller = null;
|
||
|
protected OVRCameraRig CameraRig = null;
|
||
|
|
||
|
private float MoveScale = 1.0f;
|
||
|
private Vector3 MoveThrottle = Vector3.zero;
|
||
|
private float FallSpeed = 0.0f;
|
||
|
private OVRPose? InitialPose;
|
||
|
public float InitialYRotation { get; private set; }
|
||
|
private float MoveScaleMultiplier = 1.0f;
|
||
|
private float RotationScaleMultiplier = 1.0f;
|
||
|
private bool SkipMouseRotation = true; // It is rare to want to use mouse movement in VR, so ignore the mouse by default.
|
||
|
private bool HaltUpdateMovement = false;
|
||
|
private bool prevHatLeft = false;
|
||
|
private bool prevHatRight = false;
|
||
|
private float SimulationRate = 60f;
|
||
|
private float buttonRotation = 0f;
|
||
|
private bool ReadyToSnapTurn; // Set to true when a snap turn has occurred, code requires one frame of centered thumbstick to enable another snap turn.
|
||
|
|
||
|
void Start()
|
||
|
{
|
||
|
// Add eye-depth as a camera offset from the player controller
|
||
|
var p = CameraRig.transform.localPosition;
|
||
|
p.z = OVRManager.profile.eyeDepth;
|
||
|
CameraRig.transform.localPosition = p;
|
||
|
}
|
||
|
|
||
|
void Awake()
|
||
|
{
|
||
|
Controller = gameObject.GetComponent<CharacterController>();
|
||
|
|
||
|
if(Controller == null)
|
||
|
Debug.LogWarning("OVRPlayerController: No CharacterController attached.");
|
||
|
|
||
|
// We use OVRCameraRig to set rotations to cameras,
|
||
|
// and to be influenced by rotation
|
||
|
OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren<OVRCameraRig>();
|
||
|
|
||
|
if(CameraRigs.Length == 0)
|
||
|
Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached.");
|
||
|
else if (CameraRigs.Length > 1)
|
||
|
Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached.");
|
||
|
else
|
||
|
CameraRig = CameraRigs[0];
|
||
|
|
||
|
InitialYRotation = transform.rotation.eulerAngles.y;
|
||
|
}
|
||
|
|
||
|
void OnEnable()
|
||
|
{
|
||
|
OVRManager.display.RecenteredPose += ResetOrientation;
|
||
|
|
||
|
if (CameraRig != null)
|
||
|
{
|
||
|
CameraRig.UpdatedAnchors += UpdateTransform;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void OnDisable()
|
||
|
{
|
||
|
OVRManager.display.RecenteredPose -= ResetOrientation;
|
||
|
|
||
|
if (CameraRig != null)
|
||
|
{
|
||
|
CameraRig.UpdatedAnchors -= UpdateTransform;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Update()
|
||
|
{
|
||
|
//Use keys to ratchet rotation
|
||
|
if (Input.GetKeyDown(KeyCode.Q))
|
||
|
buttonRotation -= RotationRatchet;
|
||
|
|
||
|
if (Input.GetKeyDown(KeyCode.E))
|
||
|
buttonRotation += RotationRatchet;
|
||
|
}
|
||
|
|
||
|
protected virtual void UpdateController()
|
||
|
{
|
||
|
if (useProfileData)
|
||
|
{
|
||
|
if (InitialPose == null)
|
||
|
{
|
||
|
// Save the initial pose so it can be recovered if useProfileData
|
||
|
// is turned off later.
|
||
|
InitialPose = new OVRPose()
|
||
|
{
|
||
|
position = CameraRig.transform.localPosition,
|
||
|
orientation = CameraRig.transform.localRotation
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var p = CameraRig.transform.localPosition;
|
||
|
if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.EyeLevel)
|
||
|
{
|
||
|
p.y = OVRManager.profile.eyeHeight - (0.5f * Controller.height) + Controller.center.y;
|
||
|
}
|
||
|
else if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.FloorLevel)
|
||
|
{
|
||
|
p.y = - (0.5f * Controller.height) + Controller.center.y;
|
||
|
}
|
||
|
CameraRig.transform.localPosition = p;
|
||
|
}
|
||
|
else if (InitialPose != null)
|
||
|
{
|
||
|
// Return to the initial pose if useProfileData was turned off at runtime
|
||
|
CameraRig.transform.localPosition = InitialPose.Value.position;
|
||
|
CameraRig.transform.localRotation = InitialPose.Value.orientation;
|
||
|
InitialPose = null;
|
||
|
}
|
||
|
|
||
|
CameraHeight = CameraRig.centerEyeAnchor.localPosition.y;
|
||
|
|
||
|
if (CameraUpdated != null)
|
||
|
{
|
||
|
CameraUpdated();
|
||
|
}
|
||
|
|
||
|
UpdateMovement();
|
||
|
|
||
|
Vector3 moveDirection = Vector3.zero;
|
||
|
|
||
|
float motorDamp = (1.0f + (Damping * SimulationRate * Time.deltaTime));
|
||
|
|
||
|
MoveThrottle.x /= motorDamp;
|
||
|
MoveThrottle.y = (MoveThrottle.y > 0.0f) ? (MoveThrottle.y / motorDamp) : MoveThrottle.y;
|
||
|
MoveThrottle.z /= motorDamp;
|
||
|
|
||
|
moveDirection += MoveThrottle * SimulationRate * Time.deltaTime;
|
||
|
|
||
|
// Gravity
|
||
|
if (Controller.isGrounded && FallSpeed <= 0)
|
||
|
FallSpeed = ((Physics.gravity.y * (GravityModifier * 0.002f)));
|
||
|
else
|
||
|
FallSpeed += ((Physics.gravity.y * (GravityModifier * 0.002f)) * SimulationRate * Time.deltaTime);
|
||
|
|
||
|
moveDirection.y += FallSpeed * SimulationRate * Time.deltaTime;
|
||
|
|
||
|
|
||
|
if (Controller.isGrounded && MoveThrottle.y <= transform.lossyScale.y * 0.001f)
|
||
|
{
|
||
|
// Offset correction for uneven ground
|
||
|
float bumpUpOffset = Mathf.Max(Controller.stepOffset, new Vector3(moveDirection.x, 0, moveDirection.z).magnitude);
|
||
|
moveDirection -= bumpUpOffset * Vector3.up;
|
||
|
}
|
||
|
|
||
|
if (PreCharacterMove != null)
|
||
|
{
|
||
|
PreCharacterMove();
|
||
|
Teleported = false;
|
||
|
}
|
||
|
|
||
|
Vector3 predictedXZ = Vector3.Scale((Controller.transform.localPosition + moveDirection), new Vector3(1, 0, 1));
|
||
|
|
||
|
// Move contoller
|
||
|
Controller.Move(moveDirection);
|
||
|
Vector3 actualXZ = Vector3.Scale(Controller.transform.localPosition, new Vector3(1, 0, 1));
|
||
|
|
||
|
if (predictedXZ != actualXZ)
|
||
|
MoveThrottle += (actualXZ - predictedXZ) / (SimulationRate * Time.deltaTime);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public virtual void UpdateMovement()
|
||
|
{
|
||
|
if (HaltUpdateMovement)
|
||
|
return;
|
||
|
|
||
|
if (EnableLinearMovement)
|
||
|
{
|
||
|
bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
|
||
|
bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
|
||
|
bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
|
||
|
bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
|
||
|
|
||
|
bool dpad_move = false;
|
||
|
|
||
|
if (OVRInput.Get(OVRInput.Button.DpadUp))
|
||
|
{
|
||
|
moveForward = true;
|
||
|
dpad_move = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if (OVRInput.Get(OVRInput.Button.DpadDown))
|
||
|
{
|
||
|
moveBack = true;
|
||
|
dpad_move = true;
|
||
|
}
|
||
|
|
||
|
MoveScale = 1.0f;
|
||
|
|
||
|
if ((moveForward && moveLeft) || (moveForward && moveRight) ||
|
||
|
(moveBack && moveLeft) || (moveBack && moveRight))
|
||
|
MoveScale = 0.70710678f;
|
||
|
|
||
|
// No positional movement if we are in the air
|
||
|
if (!Controller.isGrounded)
|
||
|
MoveScale = 0.0f;
|
||
|
|
||
|
MoveScale *= SimulationRate * Time.deltaTime;
|
||
|
|
||
|
// Compute this for key movement
|
||
|
float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
|
||
|
|
||
|
// Run!
|
||
|
if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
|
||
|
moveInfluence *= 2.0f;
|
||
|
|
||
|
Quaternion ort = transform.rotation;
|
||
|
Vector3 ortEuler = ort.eulerAngles;
|
||
|
ortEuler.z = ortEuler.x = 0f;
|
||
|
ort = Quaternion.Euler(ortEuler);
|
||
|
|
||
|
if (moveForward)
|
||
|
MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward);
|
||
|
if (moveBack)
|
||
|
MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back);
|
||
|
if (moveLeft)
|
||
|
MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left);
|
||
|
if (moveRight)
|
||
|
MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right);
|
||
|
|
||
|
|
||
|
|
||
|
moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
|
||
|
|
||
|
#if !UNITY_ANDROID // LeftTrigger not avail on Android game pad
|
||
|
moveInfluence *= 1.0f + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger);
|
||
|
#endif
|
||
|
|
||
|
Vector2 primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
|
||
|
|
||
|
// If speed quantization is enabled, adjust the input to the number of fixed speed steps.
|
||
|
if (FixedSpeedSteps > 0)
|
||
|
{
|
||
|
primaryAxis.y = Mathf.Round(primaryAxis.y * FixedSpeedSteps) / FixedSpeedSteps;
|
||
|
primaryAxis.x = Mathf.Round(primaryAxis.x * FixedSpeedSteps) / FixedSpeedSteps;
|
||
|
}
|
||
|
|
||
|
if (primaryAxis.y > 0.0f)
|
||
|
MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward);
|
||
|
|
||
|
if (primaryAxis.y < 0.0f)
|
||
|
MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.z * moveInfluence *
|
||
|
BackAndSideDampen * Vector3.back);
|
||
|
|
||
|
if (primaryAxis.x < 0.0f)
|
||
|
MoveThrottle += ort * (Mathf.Abs(primaryAxis.x) * transform.lossyScale.x * moveInfluence *
|
||
|
BackAndSideDampen * Vector3.left);
|
||
|
|
||
|
if (primaryAxis.x > 0.0f)
|
||
|
MoveThrottle += ort * (primaryAxis.x * transform.lossyScale.x * moveInfluence * BackAndSideDampen *
|
||
|
Vector3.right);
|
||
|
}
|
||
|
|
||
|
if (EnableRotation)
|
||
|
{
|
||
|
Vector3 euler = transform.rotation.eulerAngles;
|
||
|
float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier;
|
||
|
|
||
|
bool curHatLeft = OVRInput.Get(OVRInput.Button.PrimaryShoulder);
|
||
|
|
||
|
if (curHatLeft && !prevHatLeft)
|
||
|
euler.y -= RotationRatchet;
|
||
|
|
||
|
prevHatLeft = curHatLeft;
|
||
|
|
||
|
bool curHatRight = OVRInput.Get(OVRInput.Button.SecondaryShoulder);
|
||
|
|
||
|
if (curHatRight && !prevHatRight)
|
||
|
euler.y += RotationRatchet;
|
||
|
|
||
|
prevHatRight = curHatRight;
|
||
|
|
||
|
euler.y += buttonRotation;
|
||
|
buttonRotation = 0f;
|
||
|
|
||
|
|
||
|
#if !UNITY_ANDROID || UNITY_EDITOR
|
||
|
if (!SkipMouseRotation)
|
||
|
euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;
|
||
|
#endif
|
||
|
|
||
|
if (SnapRotation)
|
||
|
{
|
||
|
|
||
|
if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickLeft))
|
||
|
{
|
||
|
if (ReadyToSnapTurn)
|
||
|
{
|
||
|
euler.y -= RotationRatchet;
|
||
|
ReadyToSnapTurn = false;
|
||
|
}
|
||
|
}
|
||
|
else if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickRight))
|
||
|
{
|
||
|
if (ReadyToSnapTurn)
|
||
|
{
|
||
|
euler.y += RotationRatchet;
|
||
|
ReadyToSnapTurn = false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ReadyToSnapTurn = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector2 secondaryAxis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
|
||
|
euler.y += secondaryAxis.x * rotateInfluence;
|
||
|
}
|
||
|
|
||
|
transform.rotation = Quaternion.Euler(euler);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// Invoked by OVRCameraRig's UpdatedAnchors callback. Allows the Hmd rotation to update the facing direction of the player.
|
||
|
/// </summary>
|
||
|
public void UpdateTransform(OVRCameraRig rig)
|
||
|
{
|
||
|
Transform root = CameraRig.trackingSpace;
|
||
|
Transform centerEye = CameraRig.centerEyeAnchor;
|
||
|
|
||
|
if (HmdRotatesY && !Teleported)
|
||
|
{
|
||
|
Vector3 prevPos = root.position;
|
||
|
Quaternion prevRot = root.rotation;
|
||
|
|
||
|
transform.rotation = Quaternion.Euler(0.0f, centerEye.rotation.eulerAngles.y, 0.0f);
|
||
|
|
||
|
root.position = prevPos;
|
||
|
root.rotation = prevRot;
|
||
|
}
|
||
|
|
||
|
UpdateController();
|
||
|
if (TransformUpdated != null)
|
||
|
{
|
||
|
TransformUpdated(root);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Jump! Must be enabled manually.
|
||
|
/// </summary>
|
||
|
public bool Jump()
|
||
|
{
|
||
|
if (!Controller.isGrounded)
|
||
|
return false;
|
||
|
|
||
|
MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Stop this instance.
|
||
|
/// </summary>
|
||
|
public void Stop()
|
||
|
{
|
||
|
Controller.Move(Vector3.zero);
|
||
|
MoveThrottle = Vector3.zero;
|
||
|
FallSpeed = 0.0f;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the move scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
|
||
|
public void GetMoveScaleMultiplier(ref float moveScaleMultiplier)
|
||
|
{
|
||
|
moveScaleMultiplier = MoveScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the move scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
|
||
|
public void SetMoveScaleMultiplier(float moveScaleMultiplier)
|
||
|
{
|
||
|
MoveScaleMultiplier = moveScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the rotation scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
|
||
|
public void GetRotationScaleMultiplier(ref float rotationScaleMultiplier)
|
||
|
{
|
||
|
rotationScaleMultiplier = RotationScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the rotation scale multiplier.
|
||
|
/// </summary>
|
||
|
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
|
||
|
public void SetRotationScaleMultiplier(float rotationScaleMultiplier)
|
||
|
{
|
||
|
RotationScaleMultiplier = rotationScaleMultiplier;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the allow mouse rotation.
|
||
|
/// </summary>
|
||
|
/// <param name="skipMouseRotation">Allow mouse rotation.</param>
|
||
|
public void GetSkipMouseRotation(ref bool skipMouseRotation)
|
||
|
{
|
||
|
skipMouseRotation = SkipMouseRotation;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the allow mouse rotation.
|
||
|
/// </summary>
|
||
|
/// <param name="skipMouseRotation">If set to <c>true</c> allow mouse rotation.</param>
|
||
|
public void SetSkipMouseRotation(bool skipMouseRotation)
|
||
|
{
|
||
|
SkipMouseRotation = skipMouseRotation;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the halt update movement.
|
||
|
/// </summary>
|
||
|
/// <param name="haltUpdateMovement">Halt update movement.</param>
|
||
|
public void GetHaltUpdateMovement(ref bool haltUpdateMovement)
|
||
|
{
|
||
|
haltUpdateMovement = HaltUpdateMovement;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the halt update movement.
|
||
|
/// </summary>
|
||
|
/// <param name="haltUpdateMovement">If set to <c>true</c> halt update movement.</param>
|
||
|
public void SetHaltUpdateMovement(bool haltUpdateMovement)
|
||
|
{
|
||
|
HaltUpdateMovement = haltUpdateMovement;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resets the player look rotation when the device orientation is reset.
|
||
|
/// </summary>
|
||
|
public void ResetOrientation()
|
||
|
{
|
||
|
if (HmdResetsY && !HmdRotatesY)
|
||
|
{
|
||
|
Vector3 euler = transform.rotation.eulerAngles;
|
||
|
euler.y = InitialYRotation;
|
||
|
transform.rotation = Quaternion.Euler(euler);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|