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(); grabbable = GetComponent(); 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; } } } }