348 lines
12 KiB
C#
348 lines
12 KiB
C#
// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// The controller is not available for versions of Unity without the
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// GVR native integration.
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using UnityEngine;
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using System.Collections;
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/// Provides visual feedback for the daydream controller.
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[RequireComponent(typeof(Renderer))]
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrControllerVisual")]
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public class GvrControllerVisual : MonoBehaviour, IGvrArmModelReceiver, IGvrControllerInputDeviceReceiver {
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[System.Serializable]
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public struct ControllerDisplayState {
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public GvrControllerBatteryLevel batteryLevel;
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public bool batteryCharging;
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public bool clickButton;
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public bool appButton;
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public bool homeButton;
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public bool touching;
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public Vector2 touchPos;
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}
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/// An array of prefabs that will be instantiated and added as children
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/// of the controller visual when the controller is created. Used to
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/// attach tooltips or other additional visual elements to the control dynamically.
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[SerializeField]
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private GameObject[] attachmentPrefabs;
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[SerializeField] private Color touchPadColor =
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new Color(200f / 255f, 200f / 255f, 200f / 255f, 1);
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[SerializeField] private Color appButtonColor =
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new Color(200f / 255f, 200f / 255f, 200f / 255f, 1);
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[SerializeField] private Color systemButtonColor =
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new Color(20f / 255f, 20f / 255f, 20f / 255f, 1);
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/// Determines if the displayState is set from GvrControllerInputDevice.
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[Tooltip("Determines if the displayState is set from GvrControllerInputDevice.")]
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public bool readControllerState = true;
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/// Used to set the display state of the controller visual.
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/// This can be used for tutorials that visualize the controller or other use-cases that require
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/// displaying the controller visual without the state being determined by controller input.
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/// Additionally, it can be used to preview the controller visual in the editor.
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/// NOTE: readControllerState must be disabled to set the display state.
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public ControllerDisplayState displayState;
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/// This is the preferred, maximum alpha value the object should have
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/// when it is a comfortable distance from the head.
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[Range(0.0f, 1.0f)]
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public float maximumAlpha = 1.0f;
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public GvrBaseArmModel ArmModel { get; set; }
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public GvrControllerInputDevice ControllerInputDevice { get; set; }
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public float PreferredAlpha{
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get{
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return ArmModel != null ? maximumAlpha * ArmModel.PreferredAlpha : maximumAlpha;
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}
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}
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public Color TouchPadColor {
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get {
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return touchPadColor;
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}
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set {
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touchPadColor = value;
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if(materialPropertyBlock != null) {
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materialPropertyBlock.SetColor(touchPadId, touchPadColor);
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}
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}
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}
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public Color AppButtonColor {
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get {
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return appButtonColor;
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}
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set {
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appButtonColor = value;
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if(materialPropertyBlock != null){
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materialPropertyBlock.SetColor(appButtonId, appButtonColor);
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}
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}
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}
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public Color SystemButtonColor {
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get {
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return systemButtonColor;
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}
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set {
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systemButtonColor = value;
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if(materialPropertyBlock != null) {
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materialPropertyBlock.SetColor(systemButtonId, systemButtonColor);
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}
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}
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}
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private Renderer controllerRenderer;
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private MaterialPropertyBlock materialPropertyBlock;
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private int alphaId;
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private int touchId;
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private int touchPadId;
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private int appButtonId;
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private int systemButtonId;
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private int batteryColorId;
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private bool wasTouching;
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private float touchTime;
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// Data passed to shader, (xy) touch position, (z) touch duration, (w) battery state.
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private Vector4 controllerShaderData;
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// Data passed to shader, (x) overall alpha, (y) touchpad click duration,
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// (z) app button click duration, (w) system button click duration.
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private Vector4 controllerShaderData2;
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private Color currentBatteryColor;
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// These values control animation times for the controller buttons
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public const float APP_BUTTON_ACTIVE_DURATION_SECONDS = 0.111f;
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public const float APP_BUTTON_RELEASE_DURATION_SECONDS = 0.0909f;
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public const float SYSTEM_BUTTON_ACTIVE_DURATION_SECONDS = 0.111f;
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public const float SYSTEM_BUTTON_RELEASE_DURATION_SECONDS = 0.0909f;
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public const float TOUCHPAD_CLICK_DURATION_SECONDS = 0.111f;
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public const float TOUCHPAD_RELEASE_DURATION_SECONDS = 0.0909f;
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public const float TOUCHPAD_CLICK_SCALE_DURATION_SECONDS = 0.075f;
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public const float TOUCHPAD_POINT_SCALE_DURATION_SECONDS = 0.15f;
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// These values are used by the shader to control battery display
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// Only modify these values if you are also modifying the shader.
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private const float BATTERY_FULL = 0;
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private const float BATTERY_ALMOST_FULL = .125f;
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private const float BATTERY_MEDIUM = .225f;
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private const float BATTERY_LOW = .325f;
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private const float BATTERY_CRITICAL = .425f;
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private const float BATTERY_HIDDEN = .525f;
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private readonly Color GVR_BATTERY_CRITICAL_COLOR = new Color(1,0,0,1);
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private readonly Color GVR_BATTERY_LOW_COLOR = new Color(1,0.6823f,0,1);
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private readonly Color GVR_BATTERY_MED_COLOR = new Color(0,1,0.588f,1);
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private readonly Color GVR_BATTERY_FULL_COLOR = new Color(0,1,0.588f,1);
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// How much time to use as an 'immediate update'.
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// Any value large enough to instantly update all visual animations.
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private const float IMMEDIATE_UPDATE_TIME = 10f;
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void Awake() {
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Initialize();
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CreateAttachments();
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}
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void OnEnable() {
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GvrControllerInput.OnPostControllerInputUpdated += OnPostControllerInputUpdated;
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}
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void OnDisable() {
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GvrControllerInput.OnPostControllerInputUpdated -= OnPostControllerInputUpdated;
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}
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void OnValidate() {
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if (!Application.isPlaying) {
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Initialize();
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OnVisualUpdate(true);
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}
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}
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private void OnPostControllerInputUpdated() {
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OnVisualUpdate();
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}
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private void CreateAttachments() {
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if (attachmentPrefabs == null) {
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return;
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}
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for (int i = 0; i < attachmentPrefabs.Length; i++) {
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GameObject prefab = attachmentPrefabs[i];
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GameObject attachment = Instantiate(prefab);
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attachment.transform.SetParent(transform, false);
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}
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}
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private void Initialize() {
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if(controllerRenderer == null) {
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controllerRenderer = GetComponent<Renderer>();
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}
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if(materialPropertyBlock == null) {
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materialPropertyBlock = new MaterialPropertyBlock();
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}
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alphaId = Shader.PropertyToID("_GvrControllerAlpha");
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touchId = Shader.PropertyToID("_GvrTouchInfo");
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touchPadId = Shader.PropertyToID("_GvrTouchPadColor");
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appButtonId = Shader.PropertyToID("_GvrAppButtonColor");
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systemButtonId = Shader.PropertyToID("_GvrSystemButtonColor");
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batteryColorId = Shader.PropertyToID("_GvrBatteryColor");
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materialPropertyBlock.SetColor(appButtonId, appButtonColor);
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materialPropertyBlock.SetColor(systemButtonId, systemButtonColor);
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materialPropertyBlock.SetColor(touchPadId, touchPadColor);
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controllerRenderer.SetPropertyBlock(materialPropertyBlock);
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}
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private void UpdateControllerState() {
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// Return early when the application isn't playing to ensure that the serialized displayState
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// is used to preview the controller visual instead of the default GvrControllerInputDevice
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// values.
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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return;
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}
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#endif
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if(ControllerInputDevice != null) {
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displayState.batteryLevel = ControllerInputDevice.BatteryLevel;
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displayState.batteryCharging = ControllerInputDevice.IsCharging;
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displayState.clickButton = ControllerInputDevice.GetButton(GvrControllerButton.TouchPadButton);
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displayState.appButton = ControllerInputDevice.GetButton(GvrControllerButton.App);
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displayState.homeButton = ControllerInputDevice.GetButton(GvrControllerButton.System);
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displayState.touching = ControllerInputDevice.GetButton(GvrControllerButton.TouchPadTouch);
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displayState.touchPos = ControllerInputDevice.TouchPos;
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}
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}
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private void OnVisualUpdate(bool updateImmediately = false) {
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// Update the visual display based on the controller state
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if(readControllerState) {
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UpdateControllerState();
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}
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float deltaTime = Time.deltaTime;
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// If flagged to update immediately, set deltaTime to an arbitrarily large value
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// This is particularly useful in editor, but also for resetting state quickly
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if(updateImmediately) {
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deltaTime = IMMEDIATE_UPDATE_TIME;
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}
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if (displayState.clickButton) {
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controllerShaderData2.y = Mathf.Min(1, controllerShaderData2.y + deltaTime / TOUCHPAD_CLICK_DURATION_SECONDS);
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} else{
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controllerShaderData2.y = Mathf.Max(0, controllerShaderData2.y - deltaTime / TOUCHPAD_RELEASE_DURATION_SECONDS);
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}
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if (displayState.appButton) {
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controllerShaderData2.z = Mathf.Min(1, controllerShaderData2.z + deltaTime / APP_BUTTON_ACTIVE_DURATION_SECONDS);
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} else{
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controllerShaderData2.z = Mathf.Max(0, controllerShaderData2.z - deltaTime / APP_BUTTON_RELEASE_DURATION_SECONDS);
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}
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if (displayState.homeButton) {
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controllerShaderData2.w = Mathf.Min(1, controllerShaderData2.w + deltaTime / SYSTEM_BUTTON_ACTIVE_DURATION_SECONDS);
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} else {
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controllerShaderData2.w = Mathf.Max(0, controllerShaderData2.w - deltaTime / SYSTEM_BUTTON_RELEASE_DURATION_SECONDS);
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}
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// Set the material's alpha to the multiplied preferred alpha.
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controllerShaderData2.x = PreferredAlpha;
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materialPropertyBlock.SetVector(alphaId, controllerShaderData2);
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controllerShaderData.x = displayState.touchPos.x;
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controllerShaderData.y = displayState.touchPos.y;
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if (displayState.touching || displayState.clickButton) {
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if (!wasTouching) {
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wasTouching = true;
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}
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if(touchTime < 1) {
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touchTime = Mathf.Min(touchTime + deltaTime / TOUCHPAD_POINT_SCALE_DURATION_SECONDS, 1);
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}
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} else {
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wasTouching = false;
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if(touchTime > 0) {
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touchTime = Mathf.Max(touchTime - deltaTime / TOUCHPAD_POINT_SCALE_DURATION_SECONDS, 0);
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}
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}
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controllerShaderData.z = touchTime;
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UpdateBatteryIndicator();
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materialPropertyBlock.SetVector(touchId, controllerShaderData);
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materialPropertyBlock.SetColor(batteryColorId, currentBatteryColor);
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// Update the renderer
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controllerRenderer.SetPropertyBlock(materialPropertyBlock);
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}
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private void UpdateBatteryIndicator() {
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GvrControllerBatteryLevel level = displayState.batteryLevel;
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bool charging = displayState.batteryCharging;
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switch (level) {
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case GvrControllerBatteryLevel.Full:
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controllerShaderData.w = BATTERY_FULL;
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currentBatteryColor = GVR_BATTERY_FULL_COLOR;
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break;
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case GvrControllerBatteryLevel.AlmostFull:
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controllerShaderData.w = BATTERY_ALMOST_FULL;
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currentBatteryColor = GVR_BATTERY_FULL_COLOR;
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break;
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case GvrControllerBatteryLevel.Medium:
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controllerShaderData.w = BATTERY_MEDIUM;
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currentBatteryColor = GVR_BATTERY_MED_COLOR;
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break;
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case GvrControllerBatteryLevel.Low:
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controllerShaderData.w = BATTERY_LOW;
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currentBatteryColor = GVR_BATTERY_LOW_COLOR;
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break;
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case GvrControllerBatteryLevel.CriticalLow:
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controllerShaderData.w = BATTERY_CRITICAL;
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currentBatteryColor = GVR_BATTERY_CRITICAL_COLOR;
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break;
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default:
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controllerShaderData.w = BATTERY_HIDDEN;
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currentBatteryColor.a = 0;
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break;
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}
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if (charging) {
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controllerShaderData.w = -controllerShaderData.w;
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currentBatteryColor = GVR_BATTERY_FULL_COLOR;
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}
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}
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public void SetControllerTexture(Texture newTexture) {
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controllerRenderer.material.mainTexture = newTexture;
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}
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}
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