using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using VRTK;
///
/// 自带重力 松开可自行落下的门
///
[RequireComponent(typeof(VRTK_InteractableObject))]
[RequireComponent(typeof(VRInterStepNode))]
public class SimpleDoor : MonoBehaviour,IStepNodeAction
{
VRTK_InteractableObject interactableObject;
UnityAction openDoorEvent;
UnityAction closeDoorEvent;
Rigidbody thisRigidbody;
HingeJoint thisHingeJoint;
JointLimits defultLimits;
public AutoFixedChaXiao chaXiao;
//抓取时执行
public event UnityAction OnGrabbedEvent;
//放下重力影响完成后执行
public event UnityAction UnGrabbedWaitGravityEvent;
//旋转角度
public Vector3 rotateAxis;
protected void Awake()
{
thisRigidbody = this.GetComponent();
thisHingeJoint = this.GetComponent();
defultLimits = thisHingeJoint.limits;
interactableObject = this.GetComponent();
interactableObject.InteractableObjectUngrabbed += InteractableObjectUngrabbed;
interactableObject.InteractableObjectGrabbed += InteractableObjectGrabbed;
interactableObject.touchHighlightColor = Color.red;
interactableObject.touchHighlightColor.a=0.3f;
SetGrabbable(false);//开始时禁止交互
//chaXiao = this.GetComponentInChildren();
if (rotateAxis == Vector3.zero||rotateAxis.magnitude!=1)
{
Debug.LogError($"VR交互门:{this.gameObject.name}指定的旋转轴无效!");
}
}
protected void InteractableObjectGrabbed(object sender, InteractableObjectEventArgs e)
{
OnGrabbedEvent?.Invoke();
OnGrabbed();
}
//放开门时 等待3秒后再判断门是否打开或关上
protected virtual void InteractableObjectUngrabbed(object sender, InteractableObjectEventArgs e)
{
UnGrabbed();
}
//放手后再起抓起物体时取消判定逻辑
void OnGrabbed()
{
if (IsInvoking("WaitGravity"))
CancelInvoke("WaitGravity");
}
protected virtual void UnGrabbed()
{
//if (IsInvoking("WaitGravity"))
// CancelInvoke("WaitGravity");
Invoke("WaitGravity", 3f);
}
void WaitGravity()
{
UnGrabbedWaitGravityEvent?.Invoke();
UnGrabbedCheckDoorPos();//结束抓取时主动检测位置
}
///
/// 主动操作完 3秒后/同步触发时 检查当前门的位置 执行门开/关事件
///
public void UnGrabbedCheckDoorPos()
{
float currentAngle = 0;
if (rotateAxis.x == 1)
{
currentAngle = this.transform.localEulerAngles.x;
}
else if (rotateAxis.y == 1)
{
currentAngle = this.transform.localEulerAngles.y;
}
else
{
currentAngle = this.transform.localEulerAngles.z;
}
if (currentAngle > 180)
currentAngle -= 360;
Debug.Log("放手时旋转轴角度为:" + currentAngle);
if (Mathf.Abs(currentAngle) > 30) //松手2秒后 角度仍大于30度 可以确定门不会自动关上了
{
Debug.Log($"松手时角度大小:{currentAngle},门打开了");
if (openDoorEvent != null)//关注打开事件时 执行打开事件后
{
openDoorEvent.Invoke();
}
}
else//小于30度 开门角度不够 重力影响下自动闭合了
{
Debug.Log($"松手时角度大小:{currentAngle},角度不够判定关闭");
if (closeDoorEvent != null)
{
closeDoorEvent.Invoke();
}
}
}
public void Active(ProcessEnum stepName, UnityAction nodeFinishedEvent)
{
SetGrabbable(true);
thisRigidbody.isKinematic = false;
if (stepName == ProcessEnum.teardown)//拆卸流程需要把门打开
{
openDoorEvent += nodeFinishedEvent;
}
else if (stepName == ProcessEnum.assemble)//组装流程需要把门关上
{
closeDoorEvent += nodeFinishedEvent;
}
chaXiao?.Active(stepName, null);
}
public void UnActive(ProcessEnum stepName)
{
SetGrabbable(false);
GetComponent().isKinematic = true;
openDoorEvent = null;
closeDoorEvent = null;
chaXiao?.UnActive(stepName);
}
//启用 /禁用门交互
public void SetGrabbable(bool grabbable)
{
interactableObject.isGrabbable = grabbable;
}
//改变铰链限制度数 保持当前度数
public void KeepNowAngle()
{
float currentAngle=0;
if (rotateAxis.x == 1)
{
currentAngle = this.transform.localEulerAngles.x;
}
else if (rotateAxis.y == 1)
{
currentAngle = this.transform.localEulerAngles.y;
}
else
{
currentAngle = this.transform.localEulerAngles.z;
}
Debug.Log("锁住时当前角度为" + currentAngle);
if (currentAngle > 180)
currentAngle -= 360;
//else
// currentAngle = 0;
JointLimits limits = thisHingeJoint.limits;
limits.max = defultLimits.max + currentAngle - 0.5f;
limits.min = defultLimits.max + currentAngle;
thisHingeJoint.limits = limits;
}
//重置铰链限制
public void ReturnDefultLimit()
{
//Debug.Log("解锁");
Debug.Log(this.transform.localEulerAngles.z);
thisHingeJoint.limits = defultLimits;
}
}