更新S2交互
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8
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m_Texture: {fileID: 0}
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m_BuildTextureStacks: []
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8
Assets/YOMOV Access/Material/Hand Material.mat.meta
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8
Assets/YOMOV Access/Material/Hand Material.mat.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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assetBundleName:
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assetBundleVariant:
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@@ -1,33 +1,74 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
|
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using BigSpace.XRCore.Event;
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using BigSpace.Logic;
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public class QuadCatchCtr : MonoBehaviour
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{
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private UnityEngine.XR.Interaction.Toolkit.Interactors.XRRayInteractor rayInteractor;
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void Start()
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{
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rayInteractor = GetComponent<UnityEngine.XR.Interaction.Toolkit.Interactors.XRRayInteractor>();
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rayInteractor.selectEntered.AddListener(OnSelectEntered);
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rayInteractor.selectExited.AddListener(OnSelectExited);
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}
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public class QuadCatchCtr : MonoBehaviour
|
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{
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[Header("检测设置")]
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[SerializeField] private float rayLength = 50f;
|
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[SerializeField] private LayerMask detectionLayer;
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|
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// 握拳时射线命中 Quad → 抓到了
|
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void OnSelectEntered(SelectEnterEventArgs args)
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{
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string name = args.interactableObject.transform.gameObject.name;
|
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if (name.Length >= 4 && name.Substring(0, 4) == "Quad")
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{
|
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int fontIndex = int.Parse(name.Substring(4));
|
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// 替换成新 SDK 的事件派发
|
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GlobalEventMgr.Dispatch(GameEvent.EventRayQuadOk, true, 2, fontIndex);
|
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}
|
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}
|
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[Tooltip("张开手丢失后保持就绪的宽限时间(秒),避免手势过渡时漏判")]
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[SerializeField] private float readyGracePeriod = 0.3f;
|
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|
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// 松手
|
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void OnSelectExited(SelectExitEventArgs args)
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{
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GlobalEventMgr.Dispatch(GameEvent.EventHandRelease, 2);
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}
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}
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private bool m_isReady = false;
|
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private bool m_isCatching = false;
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private Coroutine m_graceCoroutine;
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// ── 张开手 StaticHandGesture ────────────────────────────────
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public void OnOpenHandDetected()
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{
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// 取消正在倒计时的宽限期
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if (m_graceCoroutine != null)
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{
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StopCoroutine(m_graceCoroutine);
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m_graceCoroutine = null;
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}
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m_isReady = true;
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}
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public void OnOpenHandLost()
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{
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// 不立即清除,给握拳手势留过渡窗口
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m_graceCoroutine = StartCoroutine(ClearReadyAfterDelay());
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}
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private IEnumerator ClearReadyAfterDelay()
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{
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yield return new WaitForSeconds(readyGracePeriod);
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if (!m_isCatching)
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m_isReady = false;
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m_graceCoroutine = null;
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}
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|
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// ── 握拳 StaticHandGesture ──────────────────────────────────
|
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|
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public void OnFistDetected()
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{
|
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if (!m_isReady || m_isCatching) return;
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|
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// 相机视线射线验证
|
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Camera cam = Camera.main;
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Ray ray = new Ray(cam.transform.position, cam.transform.forward);
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|
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if (!Physics.Raycast(ray, out RaycastHit hit, rayLength, detectionLayer))
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return;
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|
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string hitName = hit.collider.gameObject.name;
|
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if (hitName.Length < 5 || hitName.Substring(0, 4) != "Quad") return;
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if (!int.TryParse(hitName.Substring(4), out int fontIndex)) return;
|
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|
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m_isCatching = true;
|
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GlobalEventMgr.Dispatch(GameEvent.EventRayQuadOk, true, 2, fontIndex);
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}
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|
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public void OnFistLost()
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{
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if (!m_isCatching) return;
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m_isCatching = false;
|
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m_isReady = false;
|
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GlobalEventMgr.Dispatch(GameEvent.EventHandRelease, 2);
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}
|
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}
|
||||
|
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Reference in New Issue
Block a user