HandTooltipsManager.cs 8.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using VRTK;
  5. public class HandTooltipsManager : MonoBehaviour
  6. {
  7. public VRTK_ObjectTooltip triggerTooltip;
  8. public VRTK_ObjectTooltip gripTooltip;
  9. public VRTK_ObjectTooltip touchPadTooltip;
  10. public VRTK_ObjectTooltip buttonTwoTooltip;
  11. public Transform triggerAttach;
  12. public Transform gripAttach;
  13. public Transform touchPadAttach;
  14. public Transform buttonTwoAttach;
  15. [Header("CameraRig下对应")]
  16. public Transform handModel;
  17. private Dictionary<SDK_BaseController.ButtonTypes, MeshRenderer> renderers = new Dictionary<SDK_BaseController.ButtonTypes, MeshRenderer>();
  18. private List<MeshRenderer> flashingRenderers = new List<MeshRenderer>();
  19. private Material handleMaterial;
  20. private float startTime;
  21. private float tickCount;
  22. private int colorID;
  23. private void Awake()
  24. {
  25. colorID = Shader.PropertyToID("_Color");
  26. }
  27. public void ShowToolTip(SDK_BaseController.ButtonTypes _handBtnType)
  28. {
  29. InitRenderer();
  30. switch (_handBtnType)
  31. {
  32. case SDK_BaseController.ButtonTypes.ButtonOne:
  33. break;
  34. case SDK_BaseController.ButtonTypes.ButtonTwo:
  35. buttonTwoTooltip.gameObject.SetActive(true);
  36. buttonTwoAttach.gameObject.SetActive(true);
  37. SetFlashRendererState(SDK_BaseController.ButtonTypes.ButtonTwo, true);
  38. break;
  39. case SDK_BaseController.ButtonTypes.Grip:
  40. gripTooltip.gameObject.SetActive(true);
  41. gripAttach.gameObject.SetActive(true);
  42. SetFlashRendererState(SDK_BaseController.ButtonTypes.Grip, true);
  43. break;
  44. case SDK_BaseController.ButtonTypes.GripHairline:
  45. break;
  46. case SDK_BaseController.ButtonTypes.StartMenu:
  47. break;
  48. case SDK_BaseController.ButtonTypes.Trigger:
  49. triggerTooltip.gameObject.SetActive(true);
  50. triggerAttach.gameObject.SetActive(true);
  51. SetFlashRendererState(SDK_BaseController.ButtonTypes.Trigger, true);
  52. break;
  53. case SDK_BaseController.ButtonTypes.TriggerHairline:
  54. break;
  55. case SDK_BaseController.ButtonTypes.Touchpad:
  56. touchPadTooltip.gameObject.SetActive(true);
  57. touchPadAttach.gameObject.SetActive(true);
  58. SetFlashRendererState(SDK_BaseController.ButtonTypes.Touchpad, true);
  59. break;
  60. default:
  61. break;
  62. }
  63. }
  64. public void CloseToolTip(SDK_BaseController.ButtonTypes _handBtnType)
  65. {
  66. switch (_handBtnType)
  67. {
  68. case SDK_BaseController.ButtonTypes.ButtonOne:
  69. break;
  70. case SDK_BaseController.ButtonTypes.ButtonTwo:
  71. buttonTwoTooltip.gameObject.SetActive(false);
  72. buttonTwoAttach.gameObject.SetActive(false);
  73. SetFlashRendererState(SDK_BaseController.ButtonTypes.ButtonTwo, false);
  74. break;
  75. case SDK_BaseController.ButtonTypes.Grip:
  76. gripTooltip.gameObject.SetActive(false);
  77. gripAttach.gameObject.SetActive(false);
  78. SetFlashRendererState(SDK_BaseController.ButtonTypes.Grip, false);
  79. break;
  80. case SDK_BaseController.ButtonTypes.GripHairline:
  81. break;
  82. case SDK_BaseController.ButtonTypes.StartMenu:
  83. break;
  84. case SDK_BaseController.ButtonTypes.Trigger:
  85. triggerTooltip.gameObject.SetActive(false);
  86. triggerAttach.gameObject.SetActive(false);
  87. SetFlashRendererState(SDK_BaseController.ButtonTypes.Trigger, false);
  88. break;
  89. case SDK_BaseController.ButtonTypes.TriggerHairline:
  90. break;
  91. case SDK_BaseController.ButtonTypes.Touchpad:
  92. touchPadTooltip.gameObject.SetActive(false);
  93. touchPadAttach.gameObject.SetActive(false);
  94. SetFlashRendererState(SDK_BaseController.ButtonTypes.Touchpad, false);
  95. break;
  96. default:
  97. break;
  98. }
  99. }
  100. public void SetToolTips(bool state, bool flash)
  101. {
  102. InitRenderer();
  103. triggerTooltip.gameObject.SetActive(state);
  104. triggerAttach.gameObject.SetActive(state);
  105. gripTooltip.gameObject.SetActive(state);
  106. gripAttach.gameObject.SetActive(state);
  107. touchPadTooltip.gameObject.SetActive(state);
  108. touchPadAttach.gameObject.SetActive(state);
  109. buttonTwoTooltip.gameObject.SetActive(state);
  110. buttonTwoAttach.gameObject.SetActive(state);
  111. if (!state)
  112. {
  113. SetFlashRendererState(SDK_BaseController.ButtonTypes.Trigger, state);
  114. SetFlashRendererState(SDK_BaseController.ButtonTypes.Grip, state);
  115. SetFlashRendererState(SDK_BaseController.ButtonTypes.Touchpad, state);
  116. SetFlashRendererState(SDK_BaseController.ButtonTypes.ButtonTwo, state);
  117. }
  118. else
  119. {
  120. SetFlashRendererState(SDK_BaseController.ButtonTypes.Trigger, flash);
  121. SetFlashRendererState(SDK_BaseController.ButtonTypes.Grip, flash);
  122. SetFlashRendererState(SDK_BaseController.ButtonTypes.Touchpad, flash);
  123. SetFlashRendererState(SDK_BaseController.ButtonTypes.ButtonTwo, flash);
  124. }
  125. }
  126. public enum HandleInfo
  127. {
  128. body,
  129. button,
  130. lgrip,
  131. rgrip,
  132. sys_button,
  133. trackpad,
  134. trigger
  135. }
  136. public Material controllerMaterial;
  137. public Color flashColor = new Color(1.0f, 0.557f, 0.0f);
  138. public void InitRenderer()
  139. {
  140. if (renderers.Count > 0) { return; }
  141. AddRenderers(SDK_BaseController.ButtonTypes.Grip, HandleInfo.lgrip);
  142. AddRenderers(SDK_BaseController.ButtonTypes.Trigger, HandleInfo.trigger);
  143. AddRenderers(SDK_BaseController.ButtonTypes.Touchpad, HandleInfo.trackpad);
  144. AddRenderers(SDK_BaseController.ButtonTypes.ButtonTwo, HandleInfo.button);
  145. }
  146. public void AddRenderers(SDK_BaseController.ButtonTypes _buttonType, HandleInfo _handleInf)
  147. {
  148. if (!renderers.ContainsKey(_buttonType) && handModel.Find(_handleInf.ToString()) != null)
  149. {
  150. if (handleMaterial == null)
  151. {
  152. handleMaterial = handModel.Find(_handleInf.ToString()).GetComponent<MeshRenderer>().material;
  153. }
  154. renderers.Add(_buttonType, handModel.Find(_handleInf.ToString()).GetComponent<MeshRenderer>());
  155. //SetMaterial(renderers[_buttonType], controllerMaterial);
  156. }
  157. }
  158. public void SetMaterial(MeshRenderer _meshRenderer, Material mat)
  159. {
  160. Texture mainTexture = _meshRenderer.material.mainTexture;
  161. _meshRenderer.material = mat;
  162. _meshRenderer.material.mainTexture = mainTexture;
  163. _meshRenderer.material.renderQueue = mat.shader.renderQueue;
  164. //_meshRenderer.material.SetOverrideTag()
  165. }
  166. public void SetFlashRendererState(SDK_BaseController.ButtonTypes btnType, bool state)
  167. {
  168. if (state)
  169. {
  170. if (renderers.Count == 0) return;
  171. if (!flashingRenderers.Contains(renderers[btnType]))
  172. {
  173. renderers[btnType].material = controllerMaterial;
  174. flashingRenderers.Add(renderers[btnType]);
  175. }
  176. }
  177. else
  178. {
  179. if (renderers.Count == 0) return;
  180. if (flashingRenderers.Contains(renderers[btnType]))
  181. {
  182. renderers[btnType].material = handleMaterial;
  183. flashingRenderers.Remove(renderers[btnType]);
  184. }
  185. }
  186. }
  187. private void Update()
  188. {
  189. if (flashingRenderers.Count > 0)
  190. {
  191. Color baseColor = controllerMaterial.GetColor(colorID);
  192. float flash = (Time.realtimeSinceStartup - startTime) * Mathf.PI * 2.0f;
  193. flash = Mathf.Cos(flash);
  194. flash = RemapNumberClamped(flash, -1.0f, 1.0f, 0.0f, 1.0f);
  195. float ticks = (Time.realtimeSinceStartup - startTime);
  196. if (ticks - tickCount > 1.0f)
  197. {
  198. tickCount += 1.0f;
  199. }
  200. for (int i = 0; i < flashingRenderers.Count; i++)
  201. {
  202. Renderer r = flashingRenderers[i];
  203. r.material.SetColor(colorID, Color.Lerp(baseColor, flashColor, flash));
  204. }
  205. }
  206. }
  207. public float RemapNumber(float num, float low1, float high1, float low2, float high2)
  208. {
  209. return low2 + (num - low1) * (high2 - low2) / (high1 - low1);
  210. }
  211. public float RemapNumberClamped(float num, float low1, float high1, float low2, float high2)
  212. {
  213. return Mathf.Clamp(RemapNumber(num, low1, high1, low2, high2), Mathf.Min(low2, high2), Mathf.Max(low2, high2));
  214. }
  215. }