using UnityEngine; using UnityEngine.XR; public class Rig : MonoBehaviour { public delegate void Ready(); public static event Ready OnReady; [Header("References")] public Design design; public Main main; public GameObject disconnected; public Transform head; [Header("Variables")] public OVRInput.Controller remote; public Quaternion controllerRot = Quaternion.identity; bool leftOn, rightOn, touchOn; Vector3 headOffset; public Vector3 boxShake, boxOffset; public bool ready; void Start() { Game.OnBump += Bump; headOffset.y = 32f; headOffset.z = design.headOffset.z; ready = false; } void Update() { // Input System UnityEngine.XR.XRDevice.DisableAutoXRCameraTracking(Camera.main, true); leftOn = OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote); rightOn = OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote); touchOn = OVRInput.IsControllerConnected(OVRInput.Controller.RTouch); if (leftOn || rightOn || touchOn) { if (leftOn) { remote = OVRInput.Controller.LTrackedRemote; } else if (rightOn) { remote = OVRInput.Controller.RTrackedRemote; } else if (touchOn) { remote = OVRInput.Controller.RTouch; } disconnected.SetActive(false); Time.timeScale = 1; } else { disconnected.SetActive(true); Time.timeScale = 0; } // Rise Up Transition if (!ready && headOffset.y == design.headOffset.y) { OnReady(); ready = true; } else { headOffset.y = Mathf.Lerp(headOffset.y, design.headOffset.y, Time.deltaTime); headOffset.z = Mathf.Lerp(headOffset.z, design.headOffset.z, Time.deltaTime); } Quaternion headsetRot = InputTracking.GetLocalRotation(XRNode.Head); if (headsetRot != null) { head.rotation = headsetRot; head.position = headsetRot * headOffset; head.localScale = Vector3.one * design.scale; } boxShake = Vector3.Lerp(boxShake, (boxShake - boxOffset) * 0.5f, design.boxSpring * Time.deltaTime); boxOffset += boxShake * design.boxSpring * Time.deltaTime; head.position += boxOffset; controllerRot = OVRInput.GetLocalControllerRotation(remote) * Quaternion.Euler(-30, 0, 0); } public Vector3Int InputDirection(Main main) { Vector3Int newDir = Main.SnapDir((controllerRot * Vector3.forward)); // no neck snaps if (main.snake[0] + newDir != main.snake[1]) { return newDir; } return main.dir; } void Bump(Vector3 dir) { boxShake -= dir; } }