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			82 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			82 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
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											1 year ago
										 
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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								using UnityEngine.Serialization;
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								namespace Autohand{
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								    [DefaultExecutionOrder(1000)]
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								    public class HandTeleportGuard : MonoBehaviour{
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								        [Header("Helps prevent hand from passing through static collision boundries")]
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								        public Hand hand;
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								        [Header("Guard Settings")]
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								        [Tooltip("The mask of things the guarding will ignore, if left on default or empty, will default to ignoring recommended Auto Hand layers")]
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								        public LayerMask ignoreMask;
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								        [Tooltip("The amount of distance change required in one frame or fixed udpate to activate the teleport guard")]
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								        public float buffer = 0.1f;
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								        [Tooltip("Whether this should always run or only run when activated by the teleporter")]
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								        public bool alwaysRun = false;
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								        [Tooltip("If true hands wont teleport return when past the max distance if something is in the way"), FormerlySerializedAs("strict")]
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								        public bool ignoreMaxHandDistance = false;
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								        Vector3 deltaHandPos;
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								        Vector3 deltaHandFixedPos;
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								        void Awake(){
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								            if(hand == null && GetComponent<Hand>())
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								                hand = GetComponent<Hand>();
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								            if(ignoreMask == 0)
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								                ignoreMask = LayerMask.GetMask(Hand.grabbableLayerNameDefault, Hand.grabbingLayerName, Hand.rightHandLayerName, Hand.leftHandLayerName, AutoHandPlayer.HandPlayerLayer);
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								            else
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								                ignoreMask |= LayerMask.GetMask(Hand.rightHandLayerName, Hand.leftHandLayerName);
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								        }
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								        void Update() {
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								            if(hand == null || !hand.gameObject.activeInHierarchy)
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								                return;
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								            if(alwaysRun) {
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								                var distance = Vector3.Distance(hand.palmTransform.position, deltaHandPos);
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								                if(ignoreMaxHandDistance || (!ignoreMaxHandDistance && distance < hand.maxFollowDistance)) {
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								                    if(distance > buffer)
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								                        TeleportProtection(deltaHandPos, hand.palmTransform.position);
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								                }
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								                deltaHandPos = hand.palmTransform.position;
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								            }
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								        }
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								        void FixedUpdate() {
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								            if(hand == null || !hand.gameObject.activeInHierarchy)
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								                return;
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								            if(alwaysRun) {
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								                var distance = Vector3.Distance(hand.palmTransform.position, deltaHandFixedPos);
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								                if(ignoreMaxHandDistance || (!ignoreMaxHandDistance && distance < hand.maxFollowDistance)) {
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								                    if(distance > buffer)
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								                        TeleportProtection(deltaHandFixedPos, hand.palmTransform.position);
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								                }
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								                deltaHandFixedPos = hand.palmTransform.position;
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								            }
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								        }
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								        /// <summary>Should be called just after a teleportation</summary>
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								        public void TeleportProtection(Vector3 fromPos, Vector3 toPos) {
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								            if (hand == null || hand.transform == null)
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								                return;
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								            RaycastHit[] hits = Physics.RaycastAll(fromPos, toPos - fromPos, Vector3.Distance(fromPos, toPos), ~ignoreMask);
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								            Vector3 handPos = Vector3.zero;
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								            foreach(var hit in hits) {
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								                if(hit.transform != hand.transform) {
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								                    handPos = fromPos;
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								                    break;
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								                }
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								            }
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								            if(handPos != Vector3.zero)
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								                hand.SetHandLocation(handPos, hand.transform.rotation);
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								        }
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								    }
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								}
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