KeyboardFollower.cs 7.1 KB

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  1. using UnityEngine;
  2. namespace SC.XR.Unity.Module_Keyboard
  3. {
  4. public class KeyboardFollower : FollowerBase
  5. {
  6. [Header("Following Settings")]
  7. public bool LinearFollowing;//Whether is linear movement.
  8. public Vector2 border_x; //x-axis boundary
  9. public Vector2 border_y; //y-axis boundary
  10. private Transform _slamHead;
  11. Vector2 initViewPoint;//The midpoint of the camera frame, the coordinates are (0.5f, 0.5f).
  12. Vector3 viewPoint = Vector3.zero;// Panel coordinates are relative to the coordinates of the camera screen.
  13. private Vector3 velocity = Vector3.zero;
  14. bool isFollower = false;
  15. Vector3 originPos = Vector3.zero;
  16. Vector3 desPos = Vector3.zero;
  17. float journeyLength = 0f;
  18. Vector3 offsetPos;
  19. Quaternion offsetRotation;
  20. protected override void OnEnable()
  21. {
  22. base.OnEnable();
  23. Vector3 v3 = Camera.main.transform.position + Camera.main.transform.forward * 0.5f;
  24. // transform.position = new Vector3(v3.x, Camera.main.transform.position.y, v3.z); // Vector3.Lerp(transform.position, CalculateWindowPosition(Camera.main.transform), WindowFollowSpeed * Time.deltaTime);
  25. //transform.position = Vector3.SmoothDamp(transform.position, CalculateWindowPosition(Camera.main.transform), ref velocity, WindowFollowSpeed);
  26. transform.LookAt(Camera.main.transform);
  27. }
  28. private void Start()
  29. {
  30. // InitTrans();
  31. }
  32. protected override void LateUpdate()
  33. {
  34. if (StopFollower == false)
  35. {
  36. if (IsFollower())
  37. {
  38. if (LinearFollowing)
  39. {
  40. LinearFollow();
  41. }
  42. else
  43. {
  44. Follow();
  45. }
  46. }
  47. }
  48. }
  49. void InitTrans()
  50. {
  51. if (!this.StopFollower && (Camera.main != null))
  52. {
  53. _slamHead = Camera.main.transform;
  54. transform.position = CalculateWindowPosition(Camera.main.transform);
  55. transform.rotation = CalculateWindowRotation(Camera.main.transform);
  56. initViewPoint = Camera.main.WorldToViewportPoint(_slamHead.position + (_slamHead.forward * WindowDistance));//The coordinates of the midpoint of the camera screen.
  57. }
  58. }
  59. protected bool IsFollower()
  60. {
  61. if ( Camera.main == null)
  62. {
  63. return false;
  64. }
  65. viewPoint = Camera.main.WorldToViewportPoint(transform.position);// The coordinates of the panel on the camera screen.
  66. if (viewPoint.x > initViewPoint.x + border_x.x + CalculateWindowOffsetX() || viewPoint.x < initViewPoint.x + border_x.y + CalculateWindowOffsetX() || viewPoint.y < initViewPoint.y + border_y.y + CalculateWindowOffsetY() || viewPoint.y > initViewPoint.y + border_y.x + CalculateWindowOffsetY())// Boundary judgment
  67. {
  68. isFollower = true;
  69. }
  70. else if (Mathf.Abs(viewPoint.x - initViewPoint.x - CalculateWindowOffsetX()) < 0.05f && Mathf.Abs(viewPoint.y - initViewPoint.y - CalculateWindowOffsetY()) < 0.09f)
  71. {
  72. isFollower = false;
  73. }
  74. return isFollower;
  75. }
  76. //Nonlinear Following by default
  77. protected override void Follow()
  78. {
  79. //transform.position = CalculateWindowPosition(Camera.main.transform); // Vector3.Lerp(transform.position, CalculateWindowPosition(Camera.main.transform), WindowFollowSpeed * Time.deltaTime);
  80. //transform.position = Vector3.SmoothDamp(transform.position, CalculateWindowPosition(Camera.main.transform), ref velocity, WindowFollowSpeed);
  81. // transform.rotation = CalculateWindowRotation(Camera.main.transform);// Quaternion.Slerp(transform.rotation, CalculateWindowRotation(Camera.main.transform), WindowFollowSpeed * Time.deltaTime);
  82. }
  83. //For Linear Following, turn down the WindowFollowSpeed to around 0.5 at distance = 1 for best experience
  84. protected void LinearFollow()
  85. {
  86. originPos = transform.position;
  87. desPos = CalculateWindowPosition(Camera.main.transform);
  88. journeyLength = Vector3.Distance(originPos, desPos);
  89. transform.position = Vector3.Lerp(originPos, desPos, (Time.fixedDeltaTime) / journeyLength * WindowFollowSpeed);
  90. transform.rotation = Quaternion.Slerp(transform.rotation, CalculateWindowRotation(Camera.main.transform), (Time.fixedDeltaTime) / journeyLength * WindowFollowSpeed);
  91. }
  92. protected override Vector3 CalculateWindowPosition(Transform cameraTransform)
  93. {
  94. Vector3 position = cameraTransform.position + (Vector3.ProjectOnPlane(cameraTransform.forward, Vector3.up).normalized * WindowDistance);
  95. Vector3 horizontalOffset = cameraTransform.right * windowOffset.x;
  96. Vector3 verticalOffset = cameraTransform.up * windowOffset.y;
  97. switch (windowAnchor)
  98. {
  99. case TextAnchor.UpperLeft: position += verticalOffset - horizontalOffset; break;
  100. case TextAnchor.UpperCenter: position += verticalOffset; break;
  101. case TextAnchor.UpperRight: position += verticalOffset + horizontalOffset; break;
  102. case TextAnchor.MiddleLeft: position -= horizontalOffset; break;
  103. case TextAnchor.MiddleRight: position += horizontalOffset; break;
  104. case TextAnchor.MiddleCenter: position += horizontalOffset + verticalOffset; break;
  105. case TextAnchor.LowerLeft: position -= verticalOffset + horizontalOffset; break;
  106. case TextAnchor.LowerCenter: position -= verticalOffset; break;
  107. case TextAnchor.LowerRight: position -= verticalOffset - horizontalOffset; break;
  108. }
  109. return position;
  110. }
  111. protected override Quaternion CalculateWindowRotation(Transform cameraTransform)
  112. {
  113. Quaternion rotation = Quaternion.Euler(0, cameraTransform.rotation.eulerAngles.y, 0);
  114. switch (windowAnchor)
  115. {
  116. case TextAnchor.UpperLeft: rotation *= windowHorizontalRotationInverse * windowVerticalRotationInverse; break;
  117. case TextAnchor.UpperCenter: rotation *= windowHorizontalRotationInverse; break;
  118. case TextAnchor.UpperRight: rotation *= windowHorizontalRotationInverse * windowVerticalRotation; break;
  119. case TextAnchor.MiddleLeft: rotation *= windowVerticalRotationInverse; break;
  120. case TextAnchor.MiddleRight: rotation *= windowVerticalRotation; break;
  121. case TextAnchor.LowerLeft: rotation *= windowHorizontalRotation * windowVerticalRotationInverse; break;
  122. case TextAnchor.LowerCenter: rotation *= windowHorizontalRotation; break;
  123. case TextAnchor.LowerRight: rotation *= windowHorizontalRotation * windowVerticalRotation; break;
  124. }
  125. return rotation;
  126. }
  127. }
  128. }