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using System;
using UnityEngine;
namespace UnityStandardAssets.Vehicles.Aeroplane
{
public class AeroplaneControlSurfaceAnimator : MonoBehaviour
{
[SerializeField] private float m_Smoothing = 5f; // The smoothing applied to the movement of control surfaces.
[SerializeField] private ControlSurface[] m_ControlSurfaces; // Collection of control surfaces.
private AeroplaneController m_Plane; // Reference to the aeroplane controller.
private void Start()
{
// Get the reference to the aeroplane controller.
m_Plane = GetComponent<AeroplaneController>();
// Store the original local rotation of each surface, so we can rotate relative to this
foreach (var surface in m_ControlSurfaces)
{
surface.originalLocalRotation = surface.transform.localRotation;
}
}
private void Update()
{
foreach (var surface in m_ControlSurfaces)
{
switch (surface.type)
{
case ControlSurface.Type.Aileron:
{
// Ailerons rotate around the x axis, according to the plane's roll input
Quaternion rotation = Quaternion.Euler(surface.amount*m_Plane.RollInput, 0f, 0f);
RotateSurface(surface, rotation);
break;
}
case ControlSurface.Type.Elevator:
{
// Elevators rotate negatively around the x axis, according to the plane's pitch input
Quaternion rotation = Quaternion.Euler(surface.amount*-m_Plane.PitchInput, 0f, 0f);
RotateSurface(surface, rotation);
break;
}
case ControlSurface.Type.Rudder:
{
// Rudders rotate around their y axis, according to the plane's yaw input
Quaternion rotation = Quaternion.Euler(0f, surface.amount*m_Plane.YawInput, 0f);
RotateSurface(surface, rotation);
break;
}
case ControlSurface.Type.RuddervatorPositive:
{
// Ruddervators are a combination of rudder and elevator, and rotate
// around their z axis by a combination of the yaw and pitch input
float r = m_Plane.YawInput + m_Plane.PitchInput;
Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r);
RotateSurface(surface, rotation);
break;
}
case ControlSurface.Type.RuddervatorNegative:
{
// ... and because ruddervators are "special", we need a negative version too. >_<
float r = m_Plane.YawInput - m_Plane.PitchInput;
Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r);
RotateSurface(surface, rotation);
break;
}
}
}
}
private void RotateSurface(ControlSurface surface, Quaternion rotation)
{
// Create a target which is the surface's original rotation, rotated by the input.
Quaternion target = surface.originalLocalRotation*rotation;
// Slerp the surface's rotation towards the target rotation.
surface.transform.localRotation = Quaternion.Slerp(surface.transform.localRotation, target,
m_Smoothing*Time.deltaTime);
}
// This class presents a nice custom structure in which to define each of the plane's contol surfaces to animate.
// They show up in the inspector as an array.
[Serializable]
public class ControlSurface // Control surfaces represent the different flaps of the aeroplane.
{
public enum Type // Flaps differ in position and rotation and are represented by different types.
{
Aileron, // Horizontal flaps on the wings, rotate on the x axis.
Elevator, // Horizontal flaps used to adjusting the pitch of a plane, rotate on the x axis.
Rudder, // Vertical flaps on the tail, rotate on the y axis.
RuddervatorNegative, // Combination of rudder and elevator.
RuddervatorPositive, // Combination of rudder and elevator.
}
public Transform transform; // The transform of the control surface.
public float amount; // The amount by which they can rotate.
public Type type; // The type of control surface.
[HideInInspector] public Quaternion originalLocalRotation; // The rotation of the surface at the start.
}
}
}