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PrinceOfGlory/Assets/YOMOV Access/Scripts/ResetObjectSmooth.cs
2026-03-03 18:24:17 +08:00

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using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using System.Collections;
namespace LevelUp.GrabInteractions
{
public class ResetObjectSmooth : ResetObject
{
[Header("平滑重置设置")]
[SerializeField] private float resetSpeed = 5f;
[SerializeField] private float stopDistance = 0.01f;
private Quaternion returnToRotation;
private Rigidbody rb;
private Coroutine smoothMoveCoroutine;
private bool initialIsKinematic;
// 新增:用于备份物理插值设置
private RigidbodyInterpolation initialInterpolation;
protected new void Awake()
{
base.Awake();
rb = GetComponent<Rigidbody>();
}
void Start()
{
base.Start();
returnToRotation = transform.rotation;
if (rb != null)
{
initialIsKinematic = rb.isKinematic;
initialInterpolation = rb.interpolation; // 记录初始插值状态
}
}
void OnDestroy() => StopAllCoroutinesAndCancelInvoke();
private void StopAllCoroutinesAndCancelInvoke()
{
CancelInvoke(nameof(ReturnHome));
if (smoothMoveCoroutine != null)
{
StopCoroutine(smoothMoveCoroutine);
smoothMoveCoroutine = null;
}
}
protected override void OnSelect(SelectEnterEventArgs arg0) => StopAllCoroutinesAndCancelInvoke();
protected override void OnSelectExit(SelectExitEventArgs arg0)
{
StopAllCoroutinesAndCancelInvoke();
if (rb != null)
{
rb.isKinematic = false;
rb.WakeUp();
}
base.OnSelectExit(arg0);
}
protected override void ReturnHome()
{
if (shouldReturnHome)
smoothMoveCoroutine = StartCoroutine(SmoothMoveToHome());
}
private IEnumerator SmoothMoveToHome()
{
if (rb != null)
{
// 【关键优化 1】禁用物理插值防止物理引擎尝试预测物体的 Transform 更新
rb.interpolation = RigidbodyInterpolation.None;
rb.isKinematic = true;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
float stopDistanceSqr = stopDistance * stopDistance;
while ((transform.position - returnToPosition).sqrMagnitude > stopDistanceSqr)
{
float lerpFactor = 1f - Mathf.Exp(-resetSpeed * Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, returnToPosition, lerpFactor);
transform.rotation = Quaternion.Slerp(transform.rotation, returnToRotation, lerpFactor);
yield return null;
}
transform.position = returnToPosition;
transform.rotation = returnToRotation;
// 【关键优化 2】在恢复物理属性前等待一个物理帧确保位置同步完成
yield return new WaitForFixedUpdate();
if (rb != null)
{
rb.isKinematic = initialIsKinematic;
// 【关键优化 3】恢复初始插值设置
rb.interpolation = initialInterpolation;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
smoothMoveCoroutine = null;
}
}
}