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annotate Orchestland/Assets/OVR/Scripts/Util/OVRCrosshair.cs @ 1:f7675884f2a1
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author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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1 /************************************************************************************ |
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2 |
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3 Copyright : Copyright 2014 Oculus VR, LLC. All Rights reserved. |
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4 |
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5 Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); |
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6 you may not use the Oculus VR Rift SDK except in compliance with the License, |
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7 which is provided at the time of installation or download, or which |
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8 otherwise accompanies this software in either electronic or hard copy form. |
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9 |
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10 You may obtain a copy of the License at |
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11 |
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12 http://www.oculusvr.com/licenses/LICENSE-3.2 |
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13 |
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14 Unless required by applicable law or agreed to in writing, the Oculus VR SDK |
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15 distributed under the License is distributed on an "AS IS" BASIS, |
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16 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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17 See the License for the specific language governing permissions and |
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18 limitations under the License. |
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19 |
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20 ************************************************************************************/ |
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21 |
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22 using UnityEngine; |
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23 |
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24 /// <summary> |
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25 /// OVRCrosshair is a component that adds a stereoscoppic cross-hair into a scene. |
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26 /// </summary> |
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27 public class OVRCrosshair |
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28 { |
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29 #region Variables |
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30 public Texture ImageCrosshair = null; |
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31 |
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32 public OVRCameraRig CameraController = null; |
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33 public OVRPlayerController PlayerController = null; |
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34 |
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35 public float FadeTime = 0.3f; |
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36 public float FadeScale = 0.6f; |
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37 public float CrosshairDistance = 1.0f; |
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38 |
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39 public KeyCode CrosshairKey = KeyCode.C; |
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40 |
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41 private float DeadZoneX = 400.0f; |
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42 private float DeadZoneY = 75.0f; |
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43 |
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44 private float ScaleSpeedX = 7.0f; |
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45 private float ScaleSpeedY = 7.0f; |
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46 |
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47 private bool DisplayCrosshair; |
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48 private bool CollisionWithGeometry; |
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49 private float FadeVal; |
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50 private Transform UIAnchor; |
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51 |
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52 private float XL = 0.0f; |
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53 private float YL = 0.0f; |
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54 |
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55 private float ScreenWidth = 1280.0f; |
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56 private float ScreenHeight = 800.0f; |
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57 |
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58 #endregion |
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59 |
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60 #region Public Functions |
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61 |
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62 /// <summary> |
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63 /// Sets the crosshair texture. |
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64 /// </summary> |
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65 /// <param name="image">Image.</param> |
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66 public void SetCrosshairTexture(ref Texture image) |
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67 { |
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68 ImageCrosshair = image; |
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69 } |
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70 |
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71 /// <summary> |
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72 /// Sets the OVR camera controller. |
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73 /// </summary> |
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74 /// <param name="cameraController">Camera controller.</param> |
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75 public void SetOVRCameraController(ref OVRCameraRig cameraController) |
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76 { |
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77 CameraController = cameraController; |
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78 UIAnchor = CameraController.centerEyeAnchor; |
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79 } |
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80 |
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81 /// <summary> |
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82 /// Sets the OVR player controller. |
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83 /// </summary> |
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84 /// <param name="playerController">Player controller.</param> |
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85 public void SetOVRPlayerController(ref OVRPlayerController playerController) |
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86 { |
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87 PlayerController = playerController; |
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88 } |
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89 |
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90 /// <summary> |
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91 /// Determines whether the crosshair is visible. |
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92 /// </summary> |
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93 /// <returns><c>true</c> if this instance is crosshair visible; otherwise, <c>false</c>.</returns> |
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94 public bool IsCrosshairVisible() |
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95 { |
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96 if(FadeVal > 0.0f) |
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97 return true; |
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98 |
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99 return false; |
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100 } |
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101 |
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102 /// <summary> |
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103 /// Init this instance. |
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104 /// </summary> |
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105 public void Init() |
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106 { |
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107 DisplayCrosshair = false; |
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108 CollisionWithGeometry = false; |
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109 FadeVal = 0.0f; |
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110 |
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111 ScreenWidth = Screen.width; |
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112 ScreenHeight = Screen.height; |
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113 |
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114 // Initialize screen location of cursor |
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115 XL = ScreenWidth * 0.5f; |
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116 YL = ScreenHeight * 0.5f; |
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117 } |
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118 |
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119 /// <summary> |
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120 /// Updates the crosshair. |
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121 /// </summary> |
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122 public void UpdateCrosshair() |
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123 { |
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124 if (ShouldDisplayCrosshair()) |
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125 { |
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126 // Do not do these tests within OnGUI since they will be called twice |
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127 CollisionWithGeometryCheck(); |
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128 } |
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129 } |
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130 |
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131 /// <summary> |
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132 /// The GUI crosshair event. |
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133 /// </summary> |
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134 public void OnGUICrosshair() |
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135 { |
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136 if ((DisplayCrosshair == true) && (CollisionWithGeometry == false)) |
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137 FadeVal += Time.deltaTime / FadeTime; |
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138 else |
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139 FadeVal -= Time.deltaTime / FadeTime; |
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140 |
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141 FadeVal = Mathf.Clamp(FadeVal, 0.0f, 1.0f); |
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142 |
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143 // Check to see if crosshair influences mouse rotation |
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144 if(PlayerController != null) |
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145 PlayerController.SetSkipMouseRotation(false); |
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146 |
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147 if ((ImageCrosshair != null) && (FadeVal != 0.0f)) |
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148 { |
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149 // Assume cursor is on-screen (unless it goes into the dead-zone) |
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150 // Other systems will check this to see if it is false for example |
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151 // allowing rotation to take place |
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152 if(PlayerController != null) |
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153 PlayerController.SetSkipMouseRotation(true); |
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154 |
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155 GUI.color = new Color(1, 1, 1, FadeVal * FadeScale); |
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156 |
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157 // Calculate X |
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158 XL += Input.GetAxis("Mouse X") * ScaleSpeedX; |
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159 if(XL < DeadZoneX) |
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160 { |
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161 if(PlayerController != null) |
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162 PlayerController.SetSkipMouseRotation(false); |
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163 |
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164 XL = DeadZoneX - 0.001f; |
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165 } |
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166 else if (XL > (Screen.width - DeadZoneX)) |
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167 { |
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168 if(PlayerController != null) |
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169 PlayerController.SetSkipMouseRotation(false); |
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170 |
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171 XL = ScreenWidth - DeadZoneX + 0.001f; |
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172 } |
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173 |
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174 // Calculate Y |
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175 YL -= Input.GetAxis("Mouse Y") * ScaleSpeedY; |
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176 if(YL < DeadZoneY) |
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177 { |
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178 //CursorOnScreen = false; |
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179 if(YL < 0.0f) YL = 0.0f; |
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180 } |
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181 else if (YL > ScreenHeight - DeadZoneY) |
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182 { |
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183 //CursorOnScreen = false; |
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184 if(YL > ScreenHeight) YL = ScreenHeight; |
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185 } |
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186 |
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187 // Finally draw cursor |
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188 bool skipMouseRotation = true; |
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189 if(PlayerController != null) |
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190 PlayerController.GetSkipMouseRotation(ref skipMouseRotation); |
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191 |
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192 if(skipMouseRotation == true) |
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193 { |
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194 // Left |
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195 GUI.DrawTexture(new Rect( XL - (ImageCrosshair.width * 0.5f), |
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196 YL - (ImageCrosshair.height * 0.5f), |
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197 ImageCrosshair.width, |
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198 ImageCrosshair.height), |
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199 ImageCrosshair); |
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200 } |
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201 |
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202 GUI.color = Color.white; |
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203 } |
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204 } |
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205 #endregion |
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206 |
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207 #region Private Functions |
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208 /// <summary> |
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209 /// Shoulds the crosshair be displayed. |
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210 /// </summary> |
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211 /// <returns><c>true</c>, if display crosshair was shoulded, <c>false</c> otherwise.</returns> |
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212 bool ShouldDisplayCrosshair() |
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213 { |
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214 if(Input.GetKeyDown (CrosshairKey)) |
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215 { |
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216 if(DisplayCrosshair == false) |
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217 { |
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218 DisplayCrosshair = true; |
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219 |
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220 // Always initialize screen location of cursor to center |
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221 XL = ScreenWidth * 0.5f; |
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222 YL = ScreenHeight * 0.5f; |
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223 } |
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224 else |
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225 DisplayCrosshair = false; |
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226 } |
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227 |
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228 return DisplayCrosshair; |
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229 } |
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230 |
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231 /// <summary> |
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232 /// Do a collision raycast on geometry for crosshair. |
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233 /// </summary> |
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234 /// <returns><c>true</c>, if with geometry check was collisioned, <c>false</c> otherwise.</returns> |
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235 bool CollisionWithGeometryCheck() |
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236 { |
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237 CollisionWithGeometry = false; |
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238 |
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239 Vector3 startPos = UIAnchor.position; |
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240 Vector3 dir = Vector3.forward; |
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241 dir = UIAnchor.rotation * dir; |
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242 dir *= CrosshairDistance; |
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243 Vector3 endPos = startPos + dir; |
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244 |
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245 RaycastHit hit; |
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246 if (Physics.Linecast(startPos, endPos, out hit)) |
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247 { |
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248 if (!hit.collider.isTrigger) |
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249 { |
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250 CollisionWithGeometry = true; |
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251 } |
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252 } |
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253 |
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254 return CollisionWithGeometry; |
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255 } |
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256 #endregion |
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257 } |