feat: improve VR menu pointer and BeatSaber flow
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using UnityEngine.XR;
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namespace VRBeats
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{
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[RequireComponent(typeof(LineRenderer))]
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public class VRPointerController : MonoBehaviour
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{
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[SerializeField] private bool isRightHand = true;
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[SerializeField] private float maxDistance = 50f;
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private LineRenderer _line;
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private bool _prevTrigger;
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private Selectable _currentHover;
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private static readonly Color NormalColor = new Color(1f, 1f, 1f, 0.8f);
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private static readonly Color HoverColor = new Color(0.3f, 0.8f, 1f, 1f);
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private float _deviceLogTimer;
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// 버튼별 이전 상태
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private bool _prevGrip;
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private bool _prevPrimary;
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private bool _prevSecondary;
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private bool _prevThumbstick;
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private void Awake()
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{
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_line = GetComponent<LineRenderer>();
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_line.positionCount = 2;
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_line.startWidth = 0.005f;
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_line.endWidth = 0.001f;
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_line.useWorldSpace = true;
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// enabled 상태는 OnEnable/OnDisable이 관리 — Awake에서 건드리지 않음
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}
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private void Start()
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{
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// Awake 이후 reflection으로 isRightHand가 설정되므로 Start에서 로그
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Debug.Log($"[VRPointer] Start — {gameObject.name} / isRightHand={isRightHand}");
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}
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private void OnEnable()
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{
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if (_line != null) _line.enabled = true;
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}
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private void OnDisable()
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{
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if (_line != null) _line.enabled = false;
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}
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private void Update()
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{
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// 3초마다 연결된 디바이스 목록 출력
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_deviceLogTimer += Time.deltaTime;
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if (_deviceLogTimer >= 3f)
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{
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_deviceLogTimer = 0f;
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LogConnectedDevices();
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}
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bool trigger = GetButton(CommonUsages.triggerButton);
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bool grip = GetButton(CommonUsages.gripButton);
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bool primary = GetButton(CommonUsages.primaryButton);
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bool secondary = GetButton(CommonUsages.secondaryButton);
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bool thumbstick = GetButton(CommonUsages.primary2DAxisClick);
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bool triggerDown = trigger && !_prevTrigger;
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bool gripDown = grip && !_prevGrip;
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bool primaryDown = primary && !_prevPrimary;
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bool secondaryDown = secondary && !_prevSecondary;
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bool thumbstickDown = thumbstick && !_prevThumbstick;
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_prevTrigger = trigger;
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_prevGrip = grip;
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_prevPrimary = primary;
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_prevSecondary = secondary;
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_prevThumbstick = thumbstick;
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string hand = isRightHand ? "R" : "L";
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if (triggerDown) Debug.Log($"[VRPointer:{hand}] 검지 트리거 눌림");
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if (gripDown) Debug.Log($"[VRPointer:{hand}] 그립(중지) 눌림");
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if (primaryDown) Debug.Log($"[VRPointer:{hand}] {(isRightHand ? "A" : "X")} 버튼 눌림");
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if (secondaryDown) Debug.Log($"[VRPointer:{hand}] {(isRightHand ? "B" : "Y")} 버튼 눌림");
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if (thumbstickDown)Debug.Log($"[VRPointer:{hand}] 조이스틱 클릭 눌림");
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Ray ray = new Ray(transform.position, transform.forward);
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float hitDist = maxDistance;
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Selectable hit = FindSelectableUnderRay(ray, ref hitDist);
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// 호버 변화 로그
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if (hit != _currentHover)
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{
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Debug.Log(hit != null
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? $"[VRPointer] HOVER → {hit.gameObject.name}"
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: $"[VRPointer] HOVER → (없음)");
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}
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UpdateHoverState(hit);
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// 검지 트리거 또는 A/X 버튼으로 클릭
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if (triggerDown || primaryDown)
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{
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if (_currentHover != null)
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{
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string btn = triggerDown ? "검지 트리거" : (isRightHand ? "A" : "X");
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Debug.Log($"[VRPointer:{hand}] CLICK [{btn}] → {_currentHover.gameObject.name}");
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Click(_currentHover);
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}
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else
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{
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Debug.Log($"[VRPointer:{hand}] CLICK — 레이 아래 버튼 없음 " +
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$"pos={transform.position:F2} fwd={transform.forward:F2}");
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DebugRaycastAttempt(new Ray(transform.position, transform.forward));
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}
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}
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DrawLine(hitDist);
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}
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private void LogConnectedDevices()
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{
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var all = new List<InputDevice>();
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InputDevices.GetDevices(all);
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if (all.Count == 0)
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{
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Debug.LogWarning($"[VRPointer] 연결된 XR 디바이스 없음 ({gameObject.name})");
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return;
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}
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var chars = InputDeviceCharacteristics.Controller |
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(isRightHand ? InputDeviceCharacteristics.Right : InputDeviceCharacteristics.Left);
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var matched = new List<InputDevice>();
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InputDevices.GetDevicesWithCharacteristics(chars, matched);
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Debug.Log($"[VRPointer] 전체 디바이스 {all.Count}개 | " +
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$"{(isRightHand ? "오른손" : "왼손")} 컨트롤러 {matched.Count}개 ({gameObject.name})");
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}
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private void UpdateHoverState(Selectable hit)
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{
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if (hit == _currentHover) return;
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var es = EventSystem.current;
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if (_currentHover != null)
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ExecuteEvents.Execute(_currentHover.gameObject,
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new PointerEventData(es), ExecuteEvents.pointerExitHandler);
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_currentHover = hit;
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if (_currentHover != null)
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ExecuteEvents.Execute(_currentHover.gameObject,
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new PointerEventData(es), ExecuteEvents.pointerEnterHandler);
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}
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private static void Click(Selectable sel)
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{
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var es = EventSystem.current;
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if (es == null)
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{
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Debug.LogWarning("[VRPointer] EventSystem.current is null — click 실패");
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return;
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}
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var eventData = new PointerEventData(es);
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ExecuteEvents.Execute(sel.gameObject, eventData, ExecuteEvents.pointerDownHandler);
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ExecuteEvents.Execute(sel.gameObject, eventData, ExecuteEvents.pointerUpHandler);
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ExecuteEvents.Execute(sel.gameObject, eventData, ExecuteEvents.pointerClickHandler);
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var btn = sel.GetComponent<Button>();
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if (btn != null) btn.onClick.Invoke();
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}
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private void DrawLine(float hitDist)
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{
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Color c = _currentHover != null ? HoverColor : NormalColor;
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_line.startColor = c;
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_line.endColor = new Color(c.r, c.g, c.b, 0f);
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_line.SetPosition(0, transform.position);
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_line.SetPosition(1, transform.position + transform.forward * hitDist);
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}
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private static void DebugRaycastAttempt(Ray ray)
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{
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var all = Selectable.allSelectablesArray;
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Debug.Log($"[VRPointer:DEBUG] Selectable 총 {all.Length}개 | ray.origin={ray.origin:F2} ray.dir={ray.direction:F2}");
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foreach (Selectable sel in all)
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{
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if (!sel.gameObject.activeInHierarchy) { Debug.Log($" SKIP(비활성) {sel.gameObject.name}"); continue; }
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if (!sel.interactable) { Debug.Log($" SKIP(interactable=false) {sel.gameObject.name}"); continue; }
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var rt = sel.GetComponent<RectTransform>();
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if (rt == null) { Debug.Log($" SKIP(RectTransform없음) {sel.gameObject.name}"); continue; }
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Vector3[] c = new Vector3[4];
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rt.GetWorldCorners(c);
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Vector3 normal = rt.forward;
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if (Vector3.Dot(normal, ray.direction) >= 0f) normal = -normal;
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Plane plane = new Plane(normal, c[0]);
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bool hit = plane.Raycast(ray, out float dist);
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if (!hit) { Debug.Log($" MISS(Plane.Raycast=false) {sel.gameObject.name} | rtPos={rt.position:F2} normal={normal:F2}"); continue; }
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bool inRect = IsPointInRect(ray.GetPoint(dist), c);
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Debug.Log($" {(inRect ? "HIT" : "MISS(InRect=false)")} {sel.gameObject.name} | dist={dist:F2} inRect={inRect}");
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}
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}
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private static Selectable FindSelectableUnderRay(Ray ray, ref float maxDist)
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{
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Selectable closest = null;
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float closestDist = maxDist;
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foreach (Selectable sel in Selectable.allSelectablesArray)
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{
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if (!sel.gameObject.activeInHierarchy || !sel.interactable) continue;
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var rt = sel.GetComponent<RectTransform>();
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if (rt == null) continue;
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Vector3[] corners = new Vector3[4];
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rt.GetWorldCorners(corners);
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// Plane.Raycast은 normal 쪽(앞면)에서 레이가 출발해야 true 반환.
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// rt.forward가 카메라 반대를 향할 수 있으므로 레이 원점 방향으로 노말 보정.
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Vector3 normal = rt.forward;
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if (Vector3.Dot(normal, ray.direction) >= 0f)
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normal = -normal;
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Plane plane = new Plane(normal, corners[0]);
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if (!plane.Raycast(ray, out float dist)) continue;
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if (dist >= closestDist || dist <= 0f) continue;
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if (!IsPointInRect(ray.GetPoint(dist), corners)) continue;
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closestDist = dist;
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closest = sel;
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}
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maxDist = closestDist;
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return closest;
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}
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private static bool IsPointInRect(Vector3 p, Vector3[] c)
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{
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Vector3 toP = p - c[0];
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Vector3 right = c[3] - c[0];
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Vector3 up = c[1] - c[0];
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float r = Vector3.Dot(toP, right) / right.sqrMagnitude;
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float u = Vector3.Dot(toP, up) / up.sqrMagnitude;
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return r >= 0f && r <= 1f && u >= 0f && u <= 1f;
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}
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private bool GetButton(InputFeatureUsage<bool> usage)
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{
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var chars = InputDeviceCharacteristics.Controller |
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(isRightHand
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? InputDeviceCharacteristics.Right
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: InputDeviceCharacteristics.Left);
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var devices = new List<InputDevice>();
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InputDevices.GetDevicesWithCharacteristics(chars, devices);
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if (devices.Count == 0) return false;
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devices[0].TryGetFeatureValue(usage, out bool pressed);
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return pressed;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: eec74ab726176d74491e9be716a7a609
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@@ -0,0 +1,53 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace VRBeats
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{
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// 모든 씬에서 자동 실행.
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// Game 씬: VRPointerController를 비활성 상태로 추가 → VR_InteractorController가 게임오버 시 활성화.
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// 나머지 씬: 바로 활성 상태로 추가.
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public class VRPointerSetup : MonoBehaviour
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{
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
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private static void AutoInject()
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{
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var go = new GameObject("[VRPointerSetup]");
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go.AddComponent<VRPointerSetup>();
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}
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private void Start()
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{
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bool isGameScene = SceneManager.GetActiveScene().name == "Game";
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SetupControllers(disabledByDefault: isGameScene);
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}
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private static void SetupControllers(bool disabledByDefault)
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{
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foreach (var go in FindObjectsByType<GameObject>(FindObjectsSortMode.None))
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{
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string name = go.name;
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bool isRight = name.Contains("Right");
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bool isLeft = name.Contains("Left");
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if (!isRight && !isLeft) continue;
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if (!name.Contains("Controller") && !name.Contains("Hand")) continue;
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if (go.GetComponent<LineRenderer>() == null) continue;
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if (go.GetComponent<VRPointerController>() != null) continue;
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var pointer = go.AddComponent<VRPointerController>();
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var field = typeof(VRPointerController)
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.GetField("isRightHand",
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System.Reflection.BindingFlags.NonPublic |
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System.Reflection.BindingFlags.Instance);
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field?.SetValue(pointer, isRight);
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// Game 씬에서는 게임오버 전까지 비활성
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if (disabledByDefault)
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pointer.enabled = false;
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Debug.Log($"[VRPointerSetup] {(isRight ? "Right" : "Left")} pointer 추가: {go.name} (enabled={!disabledByDefault})");
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 38f89babd4e99734aac47edbc4f87aa3
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