U3D VR瞬移脚本。不用任何其他辅助插件

Hello,我是KitStar

以下文章整理的不对。还请见谅。


using UnityEngine;
using System.Collections;
using MPVR.Device;  //这个命名空间是我们自己写的,主要封装着手柄的一个操作
using System;

public class VRTeleporter : MonoBehaviour {
	public LayerMask groundMask;

    [Serializable]
    public class ColorCycle
    {
        public Color pressDown;
        public Color triggering;
    }
    public ColorCycle colorCycle;
    public Transform target; //移动的目标
    public Transform rayModel; //射线物体
    public Transform hitModel;  //射线触碰时生成的物体

	bool m_updating = false;   //是否开始Update
	bool m_hitted = false;  //是否检测到物体

	Ray m_ray;  
	RaycastHit m_hit;

	void Start() {
		ViveManager.Instance.R.onTouchpadPressDown = OnTouchpadPressDown;  //这两个主要时我们自己封装的对于手柄按下Touchpad键时触发。你可以用VIVE内置的接口
		ViveManager.Instance.R.onTouchpadPressUp = OnTouchpadPressUp;

        rayModel.gameObject.GetComponent<MeshRenderer>().enabled = false; 
        hitModel.gameObject.GetComponent<MeshRenderer>().enabled = false;

        Material newMaterial = new Material(Shader.Find("Unlit/Color"));
        rayModel.gameObject.GetComponent<MeshRenderer>().material = newMaterial;
    }

	void OnTouchpadPressDown(ViveController.HandSide handSide) {
		m_updating = true;

        rayModel.gameObject.GetComponent<MeshRenderer>().enabled = m_updating;
    }

	void OnTouchpadPressUp(ViveController.HandSide handSide) {
		m_updating = false;
        
        rayModel.gameObject.GetComponent<MeshRenderer>().enabled = m_updating;

        if (m_hitted) {
			 target.position = new Vector3(m_hit.point.x - this.transform.localPosition.x, 0, m_hit.point.z - this.transform.localPosition.z);
        }
	}

    GameObject TeleportPlane;

    void Update() {
		if (m_updating) {
            m_ray = new Ray(this.transform.position, this.transform.forward);

			m_hitted = Physics.Raycast(m_ray, out m_hit, groundMask);
            if(m_hitted)
            {
                TeleportPlane = m_hit.collider.gameObject;
                rayModel.gameObject.GetComponent<MeshRenderer>().material.SetColor("_Color", colorCycle.triggering);
                TeleportPlane.GetComponent<MeshRenderer>().material.SetColor("_Color", new Color(0.6f,1,1,0.2f));
                rayModel.transform.localScale =  new Vector3(0.004f, 0.004f, 10f);
                hitModel.gameObject.GetComponent<MeshRenderer>().enabled = m_hitted;
            }
            else
            {
                rayModel.gameObject.GetComponent<MeshRenderer>().material.SetColor("_Color", colorCycle.pressDown);
                rayModel.transform.localScale = new Vector3(0.001f, 0.001f, 10f);
                TeleportPlane.GetComponent<MeshRenderer>().material.SetColor("_Color", new Color(0,0,0,0));
                hitModel.gameObject.GetComponent<MeshRenderer>().enabled = false;
            }
            
            hitModel.position = m_hit.point;
            
		}
	}
}


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