快速开发实用工具VRTK-011
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快速开发实用工具VRTK-011
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011_CameraRig_HeadSetCollisionFading 穿墻檢測
防穿墻功能,穿墻就變黑(自定義顏色)
新建一個EmptyObject 命名為PlayArea ,并掛載相應的腳本。
核心腳本 VRTK_HeadsetCollision:檢測碰撞,同時定義了HeadsetCollisionDetect和HeadsetCollisionEnded事件。
核心腳本 VRTK_HeadsetFade: 定義了陰影效果的實現。陰影的開始完成;陰影的褪去完成。HeadsetFadeStart,HeadsetFadeComplete,HeadsetUnfadeStart和HeadsetUnfadeComplete。
核心腳本VRTK_Headset Collision Fade:
探測什么時候用戶的VR頭盔與其他游戲對象發生碰撞,并且在探測到碰撞的時候淡入屏幕到一個單色。這樣是為了處理那些把頭部放進游戲對象(例如墻體、門、柜子)中進行透視的情況,但我們并不希望玩家發現這樣的穿幫。
頭盔與游戲對象發生碰撞時發出OnHeadsetCollisionDetect事件,表示探測到頭盔碰撞;停止碰撞時,發出OnHeadsetCollisionEnded事件。
// Headset Collision Fade|Presence|70030 namespace VRTK {using UnityEngine;/// <summary>/// The purpose of the Headset Collision Fade is to detect when the user's VR headset collides with another game object and fades the screen to a solid colour./// </summary>/// <remarks>/// This is to deal with a user putting their head into a game object and seeing the inside of the object clipping, which is an undesired effect. The reasoning behind this is if the user puts their head where it shouldn't be, then fading to a colour (e.g. black) will make the user realise they've done something wrong and they'll probably naturally step backwards.////// The Headset Collision Fade uses a composition of the Headset Collision and Headset Fade scripts to derive the desired behaviour./// </remarks>/// <example>/// `VRTK/Examples/011_Camera_HeadSetCollisionFading` has collidable walls around the play area and if the user puts their head into any of the walls then the headset will fade to black./// </example>[RequireComponent(typeof(VRTK_HeadsetCollision)), RequireComponent(typeof(VRTK_HeadsetFade))][AddComponentMenu("VRTK/Scripts/Presence/VRTK_HeadsetCollisionFade")]public class VRTK_HeadsetCollisionFade : MonoBehaviour{[Header("Collision Fade Settings")][Tooltip("The amount of time to wait until a fade occurs.")]public float timeTillFade = 0f;[Tooltip("The fade blink speed on collision.")]public float blinkTransitionSpeed = 0.1f;[Tooltip("The colour to fade the headset to on collision.")]public Color fadeColor = Color.black;[Header("Custom Settings")][Tooltip("The VRTK Headset Collision script to use when determining headset collisions. If this is left blank then the script will need to be applied to the same GameObject.")]public VRTK_HeadsetCollision headsetCollision;[Tooltip("The VRTK Headset Fade script to use when fading the headset. If this is left blank then the script will need to be applied to the same GameObject.")]public VRTK_HeadsetFade headsetFade;protected virtual void OnEnable(){headsetFade = (headsetFade != null ? headsetFade : GetComponentInChildren<VRTK_HeadsetFade>());headsetCollision = (headsetCollision != null ? headsetCollision : GetComponentInChildren<VRTK_HeadsetCollision>());headsetCollision.HeadsetCollisionDetect += new HeadsetCollisionEventHandler(OnHeadsetCollisionDetect);headsetCollision.HeadsetCollisionEnded += new HeadsetCollisionEventHandler(OnHeadsetCollisionEnded);}protected virtual void OnDisable(){headsetCollision.HeadsetCollisionDetect -= new HeadsetCollisionEventHandler(OnHeadsetCollisionDetect);headsetCollision.HeadsetCollisionEnded -= new HeadsetCollisionEventHandler(OnHeadsetCollisionEnded);}/// <summary>/// 發生碰撞/// </summary>/// <param name="sender"></param>/// <param name="e"></param>protected virtual void OnHeadsetCollisionDetect(object sender, HeadsetCollisionEventArgs e){Invoke("StartFade", timeTillFade);}/// <summary>/// 碰撞結束/// </summary>/// <param name="sender"></param>/// <param name="e"></param>protected virtual void OnHeadsetCollisionEnded(object sender, HeadsetCollisionEventArgs e){CancelInvoke("StartFade");headsetFade.Unfade(blinkTransitionSpeed);}/// <summary>/// 陰影效果/// </summary>protected virtual void StartFade(){headsetFade.Fade(fadeColor, blinkTransitionSpeed);}} }?
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