Files
BeatSaber/Assets/VRBeatsKit/Modules/VRSDK/VR/Teleporting/VR_ParabolicAimHandler.cs
T
whdwo798 4dad9e5d5b feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출
- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도
- BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용
- SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정
- NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵)
- .gitignore/.gitattributes 초기 설정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 23:37:34 +09:00

48 lines
1.7 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace VRSDK.Locomotion
{
//this is a preset for a parabolic teleport
[CreateAssetMenu(fileName = "ParabolicTeleporPreset", menuName = "VRShooterKit/Create Parabolic Teleport Preset")]
public class VR_ParabolicAimHandler : VR_TeleportAimHandler
{
[SerializeField] protected float projectileSpeed = 15.0f;
[SerializeField] protected float gravity = 9.8f;
[Tooltip("The fps for the fake projectile use for generate a parabolic line, more fps will produce more points so be careful")]
[Range(10 , 75)]
[SerializeField] protected int simulatedFPS = 40;
public override List<Vector3> GetAllPoints(Ray aimRay)
{
//calculate the fake delta time
float deltaTime = 1.0f / (float) simulatedFPS;
//calculate initial speed
Vector3 m = aimRay.direction * projectileSpeed * deltaTime;
Vector3 projectilePos = aimRay.origin;
List<Vector3> points = new List<Vector3>();
//we calculate the distance of the fake projectil using just x,z so it looks better
float squareRange = range * range;
Vector2 origin = new Vector2(aimRay.origin.x , aimRay.origin.z);
while ( (origin - new Vector2( projectilePos.x , projectilePos.z )).sqrMagnitude < squareRange)
{
points.Add( projectilePos );
//add gravity
m -= Vector3.up * gravity * deltaTime;
//move our fake projectil
projectilePos += m;
}
return points;
}
}
}