27 lines
1.2 KiB
C#
27 lines
1.2 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace VRSDK.Locomotion
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{
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public class VR_CharacterAimRaycaster : VR_AimRaycaster
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{
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[SerializeField] private float characterRadiusOffset = 1.5f;
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[SerializeField] private CharacterController characterController = null;
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[SerializeField] private float slopeLimit = 20.0f;
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protected override AimRaycastInfo ProcessHitInfo(RaycastHit hitInfo, List<Vector3> validPoints)
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{
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Vector3 start = hitInfo.point + ( hitInfo.normal * characterController.radius * characterRadiusOffset ) + hitInfo.normal;
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Vector3 end = start + ( hitInfo.normal * characterController.height );
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AimRaycastInfo info = new AimRaycastInfo();
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info.hitPoint = hitInfo.point;
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info.normal = hitInfo.normal;
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info.validPoints = validPoints;
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//check if the character can fit in this place
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info.isValid = GetSlopeAngle(info.normal) < slopeLimit && !Physics.CheckCapsule( start, end, characterController.radius * characterRadiusOffset , validLayerMask.value , QueryTriggerInteraction.Ignore );
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return info;
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}
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}
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}
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