unityzgy/.svn/pristine/20/200cce453190e950d400b3e37ac6ab163fd21d14.svn-base
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

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38 KiB
Plaintext

// Snap Drop Zone|Prefabs|0035
namespace VRTK
{
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Highlighters;
/// <summary>
/// Event Payload
/// </summary>
/// <param name="snappedObject">The interactable object that is dealing with the snap drop zone.</param>
public struct SnapDropZoneEventArgs
{
public GameObject snappedObject;
}
/// <summary>
/// Event Payload
/// </summary>
/// <param name="sender">this object</param>
/// <param name="e"><see cref="SnapDropZoneEventArgs"/></param>
public delegate void SnapDropZoneEventHandler(object sender, SnapDropZoneEventArgs e);
/// <summary>
/// This sets up a predefined zone where an existing interactable object can be dropped and upon dropping it snaps to the set snap drop zone transform position, rotation and scale.
/// </summary>
/// <remarks>
/// The position, rotation and scale of the `SnapDropZone` Game Object will be used to determine the final position of the dropped interactable object if it is dropped within the drop zone collider volume.
///
/// The provided Highlight Object Prefab is used to create the highlighting object (also within the Editor for easy placement) and by default the standard Material Color Swap highlighter is used.
///
/// An alternative highlighter can also be added to the `SnapDropZone` Game Object and this new highlighter component will be used to show the interactable object position on release.
///
/// The prefab is a pre-built game object that contains a default trigger collider (Sphere Collider) and a kinematic rigidbody (to ensure collisions occur).
///
/// If an alternative collider is required, then the default Sphere Collider can be removed and another collider added.
///
/// If the `Use Joint` Snap Type is selected then a custom Joint component is required to be added to the `SnapDropZone` Game Object and upon release the interactable object's rigidbody will be linked to this joint as the `Connected Body`.
/// </remarks>
/// <example>
/// `VRTK/Examples/041_Controller_ObjectSnappingToDropZones` uses the `VRTK_SnapDropZone` prefab to set up pre-determined snap zones for a range of objects and demonstrates how only objects of certain types can be snapped into certain areas.
/// </example>
[ExecuteInEditMode]
public class VRTK_SnapDropZone : MonoBehaviour
{
/// <summary>
/// The types of snap on release available.
/// </summary>
/// <param name="UseKinematic">Will set the interactable object rigidbody to `isKinematic = true`.</param>
/// <param name="UseJoint">Will attach the interactable object's rigidbody to the provided joint as it's `Connected Body`.</param>
/// <param name="UseParenting">Will set the SnapDropZone as the interactable object's parent and set it's rigidbody to `isKinematic = true`.</param>
public enum SnapTypes
{
UseKinematic,
UseJoint,
UseParenting
}
[Tooltip("A game object that is used to draw the highlighted destination for within the drop zone. This object will also be created in the Editor for easy placement.")]
public GameObject highlightObjectPrefab;
[Tooltip("The Snap Type to apply when a valid interactable object is dropped within the snap zone.")]
public SnapTypes snapType = SnapTypes.UseKinematic;
[Tooltip("The amount of time it takes for the object being snapped to move into the new snapped position, rotation and scale.")]
public float snapDuration = 0f;
[Tooltip("If this is checked then the scaled size of the snap drop zone will be applied to the object that is snapped to it.")]
public bool applyScalingOnSnap = false;
[Tooltip("If this is checked then when the snapped object is unsnapped from the drop zone, a clone of the unsnapped object will be snapped back into the drop zone.")]
public bool cloneNewOnUnsnap = false;
[Tooltip("The colour to use when showing the snap zone is active.")]
public Color highlightColor;
[Tooltip("The highlight object will always be displayed when the snap drop zone is available even if a valid item isn't being hovered over.")]
public bool highlightAlwaysActive = false;
[Tooltip("A specified VRTK_PolicyList to use to determine which interactable objects will be snapped to the snap drop zone on release.")]
public VRTK_PolicyList validObjectListPolicy;
[Tooltip("If this is checked then the drop zone highlight section will be displayed in the scene editor window.")]
public bool displayDropZoneInEditor = true;
[Tooltip("The game object to snap into the dropzone when the drop zone is enabled. The game object must be valid in any given policy list to snap.")]
public GameObject defaultSnappedObject;
/// <summary>
/// Emitted when a valid interactable object enters the snap drop zone trigger collider.
/// </summary>
public event SnapDropZoneEventHandler ObjectEnteredSnapDropZone;
/// <summary>
/// Emitted when a valid interactable object exists the snap drop zone trigger collider.
/// </summary>
public event SnapDropZoneEventHandler ObjectExitedSnapDropZone;
/// <summary>
/// Emitted when an interactable object is successfully snapped into a drop zone.
/// </summary>
public event SnapDropZoneEventHandler ObjectSnappedToDropZone;
/// <summary>
/// Emitted when an interactable object is removed from a snapped drop zone.
/// </summary>
public event SnapDropZoneEventHandler ObjectUnsnappedFromDropZone;
protected GameObject previousPrefab;
protected GameObject highlightContainer;
protected GameObject highlightObject;
protected GameObject highlightEditorObject = null;
protected List<GameObject> currentValidSnapObjects = new List<GameObject>();
protected GameObject currentSnappedObject = null;
protected GameObject objectToClone = null;
protected bool[] clonedObjectColliderStates = new bool[0];
protected VRTK_BaseHighlighter objectHighlighter;
protected bool willSnap = false;
protected bool isSnapped = false;
protected bool wasSnapped = false;
protected bool isHighlighted = false;
protected Coroutine transitionInPlace;
protected bool originalJointCollisionState = false;
protected const string HIGHLIGHT_CONTAINER_NAME = "HighlightContainer";
protected const string HIGHLIGHT_OBJECT_NAME = "HighlightObject";
protected const string HIGHLIGHT_EDITOR_OBJECT_NAME = "EditorHighlightObject";
public virtual void OnObjectEnteredSnapDropZone(SnapDropZoneEventArgs e)
{
if (ObjectEnteredSnapDropZone != null)
{
ObjectEnteredSnapDropZone(this, e);
}
}
public virtual void OnObjectExitedSnapDropZone(SnapDropZoneEventArgs e)
{
if (ObjectExitedSnapDropZone != null)
{
ObjectExitedSnapDropZone(this, e);
}
}
public virtual void OnObjectSnappedToDropZone(SnapDropZoneEventArgs e)
{
if (ObjectSnappedToDropZone != null)
{
ObjectSnappedToDropZone(this, e);
}
}
public virtual void OnObjectUnsnappedFromDropZone(SnapDropZoneEventArgs e)
{
UnsnapObject();
if (ObjectUnsnappedFromDropZone != null)
{
ObjectUnsnappedFromDropZone(this, e);
}
}
public virtual SnapDropZoneEventArgs SetSnapDropZoneEvent(GameObject interactableObject)
{
SnapDropZoneEventArgs e;
e.snappedObject = interactableObject;
return e;
}
/// <summary>
/// The InitaliseHighlightObject method sets up the highlight object based on the given Highlight Object Prefab.
/// </summary>
/// <param name="removeOldObject">If this is set to true then it attempts to delete the old highlight object if it exists. Defaults to `false`</param>
public virtual void InitaliseHighlightObject(bool removeOldObject = false)
{
//force delete previous created highlight object
if (removeOldObject)
{
DeleteHighlightObject();
}
//Always remove editor highlight object at runtime
ChooseDestroyType(transform.Find(ObjectPath(HIGHLIGHT_EDITOR_OBJECT_NAME)));
highlightEditorObject = null;
GenerateObjects();
}
/// <summary>
/// the ForceSnap method attempts to automatically attach a valid game object to the snap drop zone.
/// </summary>
/// <param name="objectToSnap">The GameObject to attempt to snap.</param>
public virtual void ForceSnap(GameObject objectToSnap)
{
VRTK_InteractableObject ioCheck = objectToSnap.GetComponentInParent<VRTK_InteractableObject>();
if (ioCheck != null)
{
ioCheck.SaveCurrentState();
StopCoroutine("AttemptForceSnapAtEndOfFrame");
if (ioCheck.IsGrabbed())
{
ioCheck.ForceStopInteracting();
StartCoroutine(AttemptForceSnapAtEndOfFrame(objectToSnap));
}
else
{
AttemptForceSnap(objectToSnap);
}
}
}
/// <summary>
/// The ForceUnsnap method attempts to automatically remove the current snapped game object from the snap drop zone.
/// </summary>
public virtual void ForceUnsnap()
{
if (isSnapped && currentSnappedObject != null)
{
VRTK_InteractableObject ioCheck = ValidSnapObject(currentSnappedObject, false);
if (ioCheck != null)
{
ioCheck.ToggleSnapDropZone(this, false);
}
}
}
/// <summary>
/// The ValidSnappableObjectIsHovering method determines if any valid objects are currently hovering in the snap drop zone area.
/// </summary>
/// <returns>Returns true if a valid object is currently in the snap drop zone area.</returns>
public virtual bool ValidSnappableObjectIsHovering()
{
return currentValidSnapObjects.Count > 0;
}
/// <summary>
/// The IsObjectHovering method determines if the given GameObject is currently howvering (but not snapped) in the snap drop zone area.
/// </summary>
/// <param name="checkObject">The GameObject to check to see if it's hovering in the snap drop zone area.</param>
/// <returns>Returns true if the given GameObject is hovering (but not snapped) in the snap drop zone area.</returns>
public virtual bool IsObjectHovering(GameObject checkObject)
{
return currentValidSnapObjects.Contains(checkObject);
}
/// <summary>
/// The GetHoveringObjects method returns a List of valid GameObjects that are currently hovering (but not snapped) in the snap drop zone area.
/// </summary>
/// <returns>The List of valid GameObjects that are hovering (but not snapped) in the snap drop zone area.</returns>
public virtual List<GameObject> GetHoveringObjects()
{
return currentValidSnapObjects;
}
/// <summary>
/// The GetCurrentSnappedObejct method returns the GameObject that is currently snapped in the snap drop zone area.
/// </summary>
/// <returns>The GameObject that is currently snapped in the snap drop zone area.</returns>
public virtual GameObject GetCurrentSnappedObject()
{
return currentSnappedObject;
}
protected virtual void Awake()
{
if (Application.isPlaying)
{
InitaliseHighlightObject();
}
}
protected virtual void OnApplicationQuit()
{
if (objectHighlighter != null)
{
objectHighlighter.Unhighlight();
}
}
protected virtual void OnEnable()
{
if (!VRTK_SharedMethods.IsEditTime() && Application.isPlaying && defaultSnappedObject != null)
{
ForceSnap(defaultSnappedObject);
}
}
protected virtual void Update()
{
CheckSnappedItemExists();
CheckPrefabUpdate();
CreateHighlightersInEditor();
CheckCurrentValidSnapObjectStillValid();
//set reference to current highlightObjectPrefab
previousPrefab = highlightObjectPrefab;
SetObjectHighlight();
}
protected virtual void OnTriggerEnter(Collider collider)
{
//if there is no current valid snapped object and the zone then attempt to highlight
if (!isSnapped)
{
ToggleHighlight(collider, true);
}
}
protected virtual void OnTriggerExit(Collider collider)
{
//if the current valid snapped object is the collider leaving the trigger then attempt to turn off the highlighter
if (IsObjectHovering(collider.gameObject))
{
ToggleHighlight(collider, false);
}
if (currentSnappedObject == collider.gameObject)
{
ForceUnsnap();
}
}
protected virtual void OnTriggerStay(Collider collider)
{
//Do sanity check to see if there should be a snappable object
if (!isSnapped && ValidSnapObject(collider.gameObject, true))
{
AddCurrentValidSnapObject(collider.gameObject);
}
//if the current colliding object is the valid snappable object then we can snap
if (IsObjectHovering(collider.gameObject))
{
//If it isn't snapped then force the highlighter back on
if (!isSnapped)
{
ToggleHighlight(collider, true);
}
//Attempt to snap the object
SnapObject(collider);
}
}
protected virtual VRTK_InteractableObject ValidSnapObject(GameObject checkObject, bool grabState, bool checkGrabState = true)
{
var ioCheck = checkObject.GetComponentInParent<VRTK_InteractableObject>();
return (ioCheck != null && (!checkGrabState || ioCheck.IsGrabbed() == grabState) && !VRTK_PolicyList.Check(ioCheck.gameObject, validObjectListPolicy) ? ioCheck : null);
}
protected virtual string ObjectPath(string name)
{
return HIGHLIGHT_CONTAINER_NAME + "/" + name;
}
protected virtual void CheckSnappedItemExists()
{
if (isSnapped && currentSnappedObject == null)
{
OnObjectUnsnappedFromDropZone(SetSnapDropZoneEvent(currentSnappedObject));
}
}
protected virtual void CheckPrefabUpdate()
{
//If the highlightObjectPrefab has changed then delete the highlight object in preparation to create a new one
if (previousPrefab != null && previousPrefab != highlightObjectPrefab)
{
DeleteHighlightObject();
}
}
protected virtual void SetObjectHighlight()
{
if (highlightAlwaysActive && !isSnapped && !isHighlighted)
{
highlightObject.SetActive(true);
}
}
protected virtual void CreateHighlightersInEditor()
{
//Only run if it's in the editor
if (VRTK_SharedMethods.IsEditTime())
{
//Generate the main highlight object
GenerateHighlightObject();
//If a joint is being used but no joint is found then throw a warning in the console
if (snapType == SnapTypes.UseJoint && GetComponent<Joint>() == null)
{
VRTK_Logger.Warn(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "SnapDropZone:" + name, "Joint", "the same", " because the `Snap Type` is set to `Use Joint`"));
}
//Generate the editor highlighter object with the custom material
GenerateEditorHighlightObject();
//Ensure the game object references are force set based on whether they exist in the path
ForceSetObjects();
//Show the editor highlight object if it's set.
if (highlightEditorObject != null)
{
highlightEditorObject.SetActive(displayDropZoneInEditor);
}
}
}
protected virtual void CheckCurrentValidSnapObjectStillValid()
{
//If there is a current valid snap object
for (int i = 0; i < currentValidSnapObjects.Count; i++)
{
var currentIOCheck = currentValidSnapObjects[i].GetComponentInParent<VRTK_InteractableObject>();
//and the interactbale object associated with it has been snapped to another zone, then unset the current valid snap object
if (currentIOCheck != null && currentIOCheck.GetStoredSnapDropZone() != null && currentIOCheck.GetStoredSnapDropZone() != gameObject)
{
RemoveCurrentValidSnapObject(currentValidSnapObjects[i]);
if (isHighlighted && highlightObject != null && !highlightAlwaysActive)
{
highlightObject.SetActive(false);
}
}
}
}
protected virtual void ForceSetObjects()
{
if (highlightEditorObject == null)
{
Transform forceFindHighlightEditorObject = transform.Find(ObjectPath(HIGHLIGHT_EDITOR_OBJECT_NAME));
highlightEditorObject = (forceFindHighlightEditorObject ? forceFindHighlightEditorObject.gameObject : null);
}
if (highlightObject == null)
{
Transform forceFindHighlightObject = transform.Find(ObjectPath(HIGHLIGHT_OBJECT_NAME));
highlightObject = (forceFindHighlightObject ? forceFindHighlightObject.gameObject : null);
}
if (highlightContainer == null)
{
Transform forceFindHighlightContainer = transform.Find(HIGHLIGHT_CONTAINER_NAME);
highlightContainer = (forceFindHighlightContainer ? forceFindHighlightContainer.gameObject : null);
}
}
protected virtual void GenerateContainer()
{
if (highlightContainer == null || transform.Find(HIGHLIGHT_CONTAINER_NAME) == null)
{
highlightContainer = new GameObject(HIGHLIGHT_CONTAINER_NAME);
highlightContainer.transform.SetParent(transform);
highlightContainer.transform.localPosition = Vector3.zero;
highlightContainer.transform.localRotation = Quaternion.identity;
highlightContainer.transform.localScale = Vector3.one;
}
}
protected virtual void SetContainer()
{
Transform findContainer = transform.Find(HIGHLIGHT_CONTAINER_NAME);
if (findContainer != null)
{
highlightContainer = findContainer.gameObject;
}
}
protected virtual void GenerateObjects()
{
GenerateHighlightObject();
if (highlightObject != null && objectHighlighter == null)
{
InitialiseHighlighter();
}
}
protected virtual void SnapObject(Collider collider)
{
VRTK_InteractableObject ioCheck = ValidSnapObject(collider.gameObject, false);
//If the item is in a snappable position and this drop zone isn't snapped and the collider is a valid interactable object
if (willSnap && !isSnapped && ioCheck != null)
{
//Only snap it to the drop zone if it's not already in a drop zone
if (!ioCheck.IsInSnapDropZone())
{
if (highlightObject != null)
{
//Turn off the drop zone highlighter
highlightObject.SetActive(false);
}
Vector3 newLocalScale = GetNewLocalScale(ioCheck);
if (transitionInPlace != null)
{
StopCoroutine(transitionInPlace);
}
isSnapped = true;
currentSnappedObject = ioCheck.gameObject;
if (cloneNewOnUnsnap)
{
CreatePermanentClone();
}
transitionInPlace = StartCoroutine(UpdateTransformDimensions(ioCheck, highlightContainer, newLocalScale, snapDuration));
ioCheck.ToggleSnapDropZone(this, true);
}
}
//Force reset isSnapped if the item is grabbed but isSnapped is still true
isSnapped = (isSnapped && ioCheck && ioCheck.IsGrabbed() ? false : isSnapped);
wasSnapped = false;
}
protected virtual void CreatePermanentClone()
{
VRTK_BaseHighlighter currentSnappedObjectHighlighter = currentSnappedObject.GetComponent<VRTK_BaseHighlighter>();
if (currentSnappedObjectHighlighter != null)
{
currentSnappedObjectHighlighter.Unhighlight();
}
objectToClone = Instantiate(currentSnappedObject);
Collider[] clonedObjectStates = currentSnappedObject.GetComponentsInChildren<Collider>();
clonedObjectColliderStates = new bool[clonedObjectStates.Length];
for (int i = 0; i < clonedObjectStates.Length; i++)
{
Collider clonedObjectColliderState = clonedObjectStates[i];
clonedObjectColliderStates[i] = clonedObjectColliderState.isTrigger;
clonedObjectColliderState.isTrigger = true;
}
objectToClone.SetActive(false);
}
protected virtual void ResetPermanentCloneColliders(GameObject objectToReset)
{
if (objectToReset != null && clonedObjectColliderStates.Length > 0)
{
Collider[] clonedObjectStates = objectToReset.GetComponentsInChildren<Collider>();
for (int i = 0; i < clonedObjectStates.Length; i++)
{
Collider clonedObjectColliderState = clonedObjectStates[i];
if (clonedObjectColliderStates.Length > i)
{
clonedObjectColliderState.isTrigger = clonedObjectColliderStates[i];
}
}
}
}
protected virtual void ResnapPermanentClone()
{
if (objectToClone != null)
{
float savedSnapDuration = snapDuration;
snapDuration = 0f;
objectToClone.SetActive(true);
ResetPermanentCloneColliders(objectToClone);
ForceSnap(objectToClone);
snapDuration = savedSnapDuration;
}
}
protected virtual void UnsnapObject()
{
ResetPermanentCloneColliders(currentSnappedObject);
isSnapped = false;
wasSnapped = true;
currentSnappedObject = null;
ResetSnapDropZoneJoint();
if (transitionInPlace != null)
{
StopCoroutine(transitionInPlace);
}
if (cloneNewOnUnsnap)
{
ResnapPermanentClone();
}
}
protected virtual Vector3 GetNewLocalScale(VRTK_InteractableObject ioCheck)
{
// If apply scaling is checked then use the drop zone scale to resize the object
Vector3 newLocalScale = ioCheck.transform.localScale;
if (applyScalingOnSnap)
{
ioCheck.StoreLocalScale();
newLocalScale = Vector3.Scale(ioCheck.transform.localScale, transform.localScale);
}
return newLocalScale;
}
protected virtual IEnumerator UpdateTransformDimensions(VRTK_InteractableObject ioCheck, GameObject endSettings, Vector3 endScale, float duration)
{
float elapsedTime = 0f;
Transform ioTransform = ioCheck.transform;
Vector3 startPosition = ioTransform.position;
Quaternion startRotation = ioTransform.rotation;
Vector3 startScale = ioTransform.localScale;
bool storedKinematicState = ioCheck.isKinematic;
ioCheck.isKinematic = true;
while (elapsedTime <= duration)
{
elapsedTime += Time.deltaTime;
if (ioTransform != null && endSettings != null)
{
ioTransform.position = Vector3.Lerp(startPosition, endSettings.transform.position, (elapsedTime / duration));
ioTransform.rotation = Quaternion.Lerp(startRotation, endSettings.transform.rotation, (elapsedTime / duration));
ioTransform.localScale = Vector3.Lerp(startScale, endScale, (elapsedTime / duration));
}
yield return null;
}
//Force all to the last setting in case anything has moved during the transition
ioTransform.position = endSettings.transform.position;
ioTransform.rotation = endSettings.transform.rotation;
ioTransform.localScale = endScale;
ioCheck.isKinematic = storedKinematicState;
SetDropSnapType(ioCheck);
}
protected virtual void SetDropSnapType(VRTK_InteractableObject ioCheck)
{
switch (snapType)
{
case SnapTypes.UseKinematic:
ioCheck.SaveCurrentState();
ioCheck.isKinematic = true;
break;
case SnapTypes.UseParenting:
ioCheck.SaveCurrentState();
ioCheck.isKinematic = true;
ioCheck.transform.SetParent(transform);
break;
case SnapTypes.UseJoint:
SetSnapDropZoneJoint(ioCheck.GetComponent<Rigidbody>());
break;
}
OnObjectSnappedToDropZone(SetSnapDropZoneEvent(ioCheck.gameObject));
}
protected virtual void SetSnapDropZoneJoint(Rigidbody snapTo)
{
var snapDropZoneJoint = GetComponent<Joint>();
if (snapDropZoneJoint == null)
{
VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "SnapDropZone:" + name, "Joint", "the same", " because the `Snap Type` is set to `Use Joint`"));
return;
}
if (snapTo == null)
{
VRTK_Logger.Error(VRTK_Logger.GetCommonMessage(VRTK_Logger.CommonMessageKeys.REQUIRED_COMPONENT_MISSING_FROM_GAMEOBJECT, "VRTK_SnapDropZone", "Rigidbody", "the `VRTK_InteractableObject`"));
return;
}
snapDropZoneJoint.connectedBody = snapTo;
originalJointCollisionState = snapDropZoneJoint.enableCollision;
//need to set this to true otherwise highlighting doesn't work again on grab
snapDropZoneJoint.enableCollision = true;
}
protected virtual void ResetSnapDropZoneJoint()
{
var snapDropZoneJoint = GetComponent<Joint>();
if (snapDropZoneJoint != null)
{
snapDropZoneJoint.enableCollision = originalJointCollisionState;
}
}
protected virtual void AddCurrentValidSnapObject(GameObject givenObject)
{
if (!currentValidSnapObjects.Contains(givenObject))
{
currentValidSnapObjects.Add(givenObject);
}
}
protected virtual void RemoveCurrentValidSnapObject(GameObject givenObject)
{
if (currentValidSnapObjects.Contains(givenObject))
{
currentValidSnapObjects.Remove(givenObject);
}
}
protected virtual void AttemptForceSnap(GameObject objectToSnap)
{
//force snap settings on
willSnap = true;
AddCurrentValidSnapObject(objectToSnap);
//Force touch one of the object's colliders on this trigger collider
OnTriggerStay(objectToSnap.GetComponentInChildren<Collider>());
}
protected virtual IEnumerator AttemptForceSnapAtEndOfFrame(GameObject objectToSnap)
{
yield return new WaitForEndOfFrame();
AttemptForceSnap(objectToSnap);
}
protected virtual void ToggleHighlight(Collider collider, bool state)
{
VRTK_InteractableObject ioCheck = ValidSnapObject(collider.gameObject, true, state);
if (highlightObject != null && ioCheck != null)
{
//Toggle the highlighter state
highlightObject.SetActive(state);
ioCheck.SetSnapDropZoneHover(this, state);
willSnap = state;
isHighlighted = state;
if (state)
{
if (!IsObjectHovering(collider.gameObject) || wasSnapped)
{
OnObjectEnteredSnapDropZone(SetSnapDropZoneEvent(collider.gameObject));
}
AddCurrentValidSnapObject(collider.gameObject);
}
else
{
OnObjectExitedSnapDropZone(SetSnapDropZoneEvent(collider.gameObject));
RemoveCurrentValidSnapObject(collider.gameObject);
}
}
}
protected virtual void CopyObject(GameObject objectBlueprint, ref GameObject clonedObject, string givenName)
{
GenerateContainer();
Vector3 saveScale = transform.localScale;
transform.localScale = Vector3.one;
clonedObject = Instantiate(objectBlueprint, highlightContainer.transform) as GameObject;
clonedObject.name = givenName;
//default position of new highlight object
clonedObject.transform.localPosition = Vector3.zero;
clonedObject.transform.localRotation = Quaternion.identity;
transform.localScale = saveScale;
CleanHighlightObject(clonedObject);
}
protected virtual void GenerateHighlightObject()
{
//If there is a given highlight prefab and no existing highlight object then create a new highlight object
if (highlightObjectPrefab != null && highlightObject == null && transform.Find(ObjectPath(HIGHLIGHT_OBJECT_NAME)) == null)
{
CopyObject(highlightObjectPrefab, ref highlightObject, HIGHLIGHT_OBJECT_NAME);
}
//if highlight object exists but not in the variable then force grab it
Transform checkForChild = transform.Find(ObjectPath(HIGHLIGHT_OBJECT_NAME));
if (checkForChild != null && highlightObject == null)
{
highlightObject = checkForChild.gameObject;
}
//if no highlight object prefab is set but a highlight object is found then destroy the highlight object
if (highlightObjectPrefab == null && highlightObject != null)
{
DeleteHighlightObject();
}
if (highlightObject != null)
{
highlightObject.SetActive(false);
}
SetContainer();
}
protected virtual void DeleteHighlightObject()
{
ChooseDestroyType(transform.Find(HIGHLIGHT_CONTAINER_NAME));
highlightContainer = null;
highlightObject = null;
objectHighlighter = null;
}
protected virtual void GenerateEditorHighlightObject()
{
if (highlightObject != null && highlightEditorObject == null && transform.Find(ObjectPath(HIGHLIGHT_EDITOR_OBJECT_NAME)) == null)
{
CopyObject(highlightObject, ref highlightEditorObject, HIGHLIGHT_EDITOR_OBJECT_NAME);
foreach (Renderer renderer in highlightEditorObject.GetComponentsInChildren<Renderer>())
{
renderer.material = Resources.Load("SnapDropZoneEditorObject") as Material;
}
highlightEditorObject.SetActive(true);
}
}
protected virtual void CleanHighlightObject(GameObject objectToClean)
{
//If the highlight object has any child snap zones, then force delete these
var deleteSnapZones = objectToClean.GetComponentsInChildren<VRTK_SnapDropZone>(true);
for (int i = 0; i < deleteSnapZones.Length; i++)
{
ChooseDestroyType(deleteSnapZones[i].gameObject);
}
//determine components that shouldn't be deleted from highlight object
string[] validComponents = new string[] { "Transform", "MeshFilter", "MeshRenderer", "SkinnedMeshRenderer", "VRTK_GameObjectLinker" };
//go through all of the components on the highlighted object and delete any components that aren't in the valid component list
var components = objectToClean.GetComponentsInChildren<Component>(true);
for (int i = 0; i < components.Length; i++)
{
Component component = components[i];
var valid = false;
//Loop through each valid component and check to see if this component is valid
foreach (string validComponent in validComponents)
{
//if it's a valid component then break the check
if (component.GetType().ToString().Contains("." + validComponent))
{
valid = true;
break;
}
}
//if this is a valid component then just continue to the next component
if (valid)
{
continue;
}
//If not a valid component then delete it
ChooseDestroyType(component);
}
}
protected virtual void InitialiseHighlighter()
{
VRTK_BaseHighlighter existingHighlighter = VRTK_BaseHighlighter.GetActiveHighlighter(gameObject);
//If no highlighter is found on the GameObject then create the default one
if (existingHighlighter == null)
{
highlightObject.AddComponent<VRTK_MaterialColorSwapHighlighter>();
}
else
{
VRTK_SharedMethods.CloneComponent(existingHighlighter, highlightObject);
}
//Initialise highlighter and set highlight colour
objectHighlighter = highlightObject.GetComponent<VRTK_BaseHighlighter>();
objectHighlighter.unhighlightOnDisable = false;
objectHighlighter.Initialise(highlightColor);
objectHighlighter.Highlight(highlightColor);
//if the object highlighter is using a cloned object then disable the created highlight object's renderers
if (objectHighlighter.UsesClonedObject())
{
foreach (Renderer renderer in GetComponentsInChildren<Renderer>(true))
{
if (!VRTK_PlayerObject.IsPlayerObject(renderer.gameObject, VRTK_PlayerObject.ObjectTypes.Highlighter))
{
renderer.enabled = false;
}
}
}
}
protected virtual void ChooseDestroyType(Transform deleteTransform)
{
if (deleteTransform != null)
{
ChooseDestroyType(deleteTransform.gameObject);
}
}
protected virtual void ChooseDestroyType(GameObject deleteObject)
{
if (VRTK_SharedMethods.IsEditTime())
{
if (deleteObject != null)
{
DestroyImmediate(deleteObject);
}
}
else
{
if (deleteObject != null)
{
Destroy(deleteObject);
}
}
}
protected virtual void ChooseDestroyType(Component deleteComponent)
{
if (VRTK_SharedMethods.IsEditTime())
{
if (deleteComponent != null)
{
DestroyImmediate(deleteComponent);
}
}
else
{
if (deleteComponent != null)
{
Destroy(deleteComponent);
}
}
}
protected virtual void OnDrawGizmosSelected()
{
if (highlightObject != null && !displayDropZoneInEditor)
{
Vector3 boxSize = VRTK_SharedMethods.GetBounds(highlightObject.transform).size * 1.05f;
Gizmos.color = Color.red;
Gizmos.DrawWireCube(highlightObject.transform.position, boxSize);
}
}
}
}