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using UnityEngine;
using VRSDK;
namespace VRBeats
{
public class VR_Saber : MonoBehaviour
{
[SerializeField] private MaterialBindings[] materialBindingArray = null;
[SerializeField] private float emmisionIntensity = 10.0f;
[SerializeField] private Transform body = null;
public Transform Body { get { return body; } }
public ColorSide ColorSide { get { return colorSide; } }
private VR_Grabbable grabbable = null;
private ColorSide colorSide = ColorSide.Left;
private MeshRenderer[] renderArray = null;
private void Awake()
{
renderArray = transform.GetComponentsInChildren<MeshRenderer>();
grabbable = GetComponent<VR_Grabbable>();
grabbable.OnGrabStateChange.AddListener(OnGrabStateChange);
}
private void OnGrabStateChange(GrabState state)
{
if (state == GrabState.Grab)
{
VR_ControllerType controllerType = grabbable.GrabController.ControllerType;
ColorSide colorSide = controllerType == VR_ControllerType.Right ? ColorSide.Right : ColorSide.Left;
Construct(colorSide);
}
}
public void Construct(ColorSide colorSide)
{
this.colorSide = colorSide;
Color c = colorSide == ColorSide.Right ? VR_BeatManager.instance.RightColor : VR_BeatManager.instance.LeftColor;
for (int n = 0; n < materialBindingArray.Length; n++)
{
SetMaterialBindings(materialBindingArray[n], c);
}
}
private void SetMaterialBindings(MaterialBindings matBindings, Color c)
{
matBindings.SetUseEmmisiveIntensity(false);
matBindings.SetEmmisiveColor(c * emmisionIntensity);
}
public void MakeVisible()
{
SetRenderArrayEnableValue(true);
}
public void MakeInvisible()
{
SetRenderArrayEnableValue(false);
}
private void SetRenderArrayEnableValue(bool value)
{
for (int n = 0;n < renderArray.Length; n++)
{
renderArray[n].enabled = value;
}
}
}
}