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- using SC.XR.Unity.Module_InputSystem;
- using SC.XR.Unity.Module_InputSystem.InputDeviceHand;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class PlayAreaMono : SafetyAreaBase
- {
- private Color[] colors;
- private void Awake()
- {
- DontDestroyOnLoad(this.gameObject);
- }
- // Update is called once per frame
- public override void Update()
- {
- base.Update();
- List<Vector4> positionList = GetInteractionObjectPosition();
- //Debug.Log(positionList.Count);
- if (positionList.Count != 0)
- {
- meshRenderer.sharedMaterial.SetInt("positionCount", positionList.Count);
- meshRenderer.sharedMaterial.SetVectorArray("interactionPosition", positionList);
- }
- distance = GetDistance(Camera.main.transform.position);
- float fillPercentage = GetPlaneFillPercentage(Camera.main.transform.position);
- float paramAlpha = Mathf.Lerp(0.6f, 0.99f, SafetyAreaManager.Instance.AlphaParam);
- float displayAlpha = fillPercentage < 0.45f ? 1.1f : //超出安全区域圈外
- fillPercentage > paramAlpha ? 0f : //无需触发
- Mathf.Min(1.0f, (paramAlpha - fillPercentage) / 0.08f); //在灵敏度范围内0~1显示
- alpha = displayAlpha;
- //Debug.LogError("Alpha:" + alpha + " FillPercentage:" + fillPercentage + " paramAlpha:" + paramAlpha);
- meshRenderer.sharedMaterial.SetFloat("alpha", displayAlpha);
- Color colorStart = colorSections[SafetyAreaManager.Instance.OriginSafetyAreaColorIndex].startColor;
- Color colorEnd = colorSections[SafetyAreaManager.Instance.OriginSafetyAreaColorIndex].endColor;
- meshRenderer.sharedMaterial.SetColor("_Color1", colorStart);
- meshRenderer.sharedMaterial.SetColor("_Color2", colorEnd);
- var lerp = Mathf.PingPong(Time.time, duration) / duration;
- meshRenderer.sharedMaterial.SetColor("settingsColor", Color.Lerp(nearColorStart, nearColorEnd, lerp)) ;
- meshRenderer.sharedMaterial.SetVector("_MainTex_ST", new Vector4(Mathf.RoundToInt(perimeter / PlayAreaConstant.SAFETY_AREA_HEIGHT * 7f), 7f, 0f, -0.05f));
- if (SafetyAreaManager.Instance.ShowAreaWhenBowHead)
- {
- if (Vector3.Angle(Camera.main.transform.forward, Vector3.down) < PlayAreaConstant.HEAD_BOW_ANGLE)
- {
- meshRenderer.sharedMaterial.SetInt("bowHead", 1);
- }
- else
- {
- meshRenderer.sharedMaterial.SetInt("bowHead", 0);
- }
- }
- else
- {
- meshRenderer.sharedMaterial.SetInt("bowHead", 0);
- }
- //TODO StateMachine
- //if (!SafetyAreaManager.Instance.isSettingSafetyArea && !SafetyAreaManager.Instance.isDisableSafetyArea)
- //{
- // int currentRelocState = API_GSXR_Slam.GSXR_Get_OfflineMapRelocState();
- // if (currentRelocState == 0)
- // {
- // nomapUI.SetActive(true);
- // meshRenderer.enabled = false;
- // }
- // else
- // {
- // nomapUI.SetActive(false);
- // if (distance > 5f)
- // {
- // slamLostUI.gameObject.SetActive(true);
- // meshRenderer.enabled = false;
- // }
- // else
- // {
- // slamLostUI.gameObject.SetActive(false);
- // meshRenderer.enabled = true;
- // if (alpha >= 10f)
- // {
- // outOfSafetyArea.SetActive(true);
- // }
- // else
- // {
- // outOfSafetyArea.SetActive(false);
- // }
- // }
- // }
- //}
- //else
- //{
- // outOfSafetyArea.SetActive(false);
- // nomapUI.SetActive(false);
- // slamLostUI.gameObject.SetActive(false);
- // meshRenderer.enabled = true;
- //}
- if (existSafetyAreaStateMachine != null)
- {
- existSafetyAreaStateMachine.Breathe();
- }
- }
- public void SetColor(Color[] colors)
- {
- this.colors = colors;
- }
- public Color[] GetColor()
- {
- return this.colors;
- }
- public void SetMesh(Mesh mesh, Color[] colors, float perimeter)
- {
- SetColor(colors);
- meshFilter = this.gameObject.AddComponent<MeshFilter>();
- meshRenderer = this.gameObject.AddComponent<MeshRenderer>();
- //meshRenderer.material = Resources.Load<Material>("Material/SafetyEdgeMat");
- meshFilter.mesh = mesh;
- GroundHeightStep groundHeightStep = SafetyAreaManager.Instance.GetStep<GroundHeightStep>(SafetyAreaStepEnum.GroundHeight);
- //originHeight = groundHeightStep.GetPlaneHeight();
- //SetOriginHeight(groundHeightStep.GetPlaneHeight());
- this.perimeter = perimeter;
- }
- public float GetPlaneFillPercentage(Vector3 position)
- {
- Vector3 localPosition = transform.InverseTransformPoint(position);
- List<int> effectIndices = SafetyAreaVertexHelper.CaculateEffectVerticeIndices(localPosition, 1f);
- if (effectIndices.Count == 0) return 0f;
- int fillCount = 0;
- for (int i = 0; i < effectIndices.Count; i++)
- {
- if (colors[effectIndices[i]] == Color.white)
- {
- fillCount++;
- }
- }
- return (float)fillCount / effectIndices.Count;
- }
- public float GetDistance(Vector3 position)
- {
- if (position.y >= 2.5f) return float.PositiveInfinity;
- return Vector3.Distance(transform.position, position);
- }
- }
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