TwinTurbine/Assets/CoLocation/Scripts/SimplePassthroughManager.cs
Abdul Mukheem Shaik a931e783a8 Initial commit
2024-05-03 20:29:08 +02:00

101 lines
2.8 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SimplePassthroughManager : MonoBehaviour
{
public static SimplePassthroughManager Instance;
[SerializeField] private MeshRenderer passthroughRenderer;
[SerializeField] private bool fadeOutOnStart = true;
private float setValue, currentValue;
private float fadeTime = 2f;
private Coroutine fade;
private void Awake()
{
Instance = this;
}
private void Start()
{
passthroughRenderer.gameObject.SetActive(true);
currentValue = GetPassthrough();
setValue = GetPassthrough();
if (fadeOutOnStart)
{
FadeOut();
}
}
private void Update()
{
if(CoLocatedPassthroughManager.Instance != null)
{
passthroughRenderer.transform.position = CoLocatedPassthroughManager.Instance.localHead.position;
}
}
public void FadeOut()
{
SetPassthrough(0f, 2f);
}
IEnumerator Fade()
{
while (setValue != currentValue)
{
yield return null;
if (Mathf.Abs(setValue - currentValue) < (Time.deltaTime / fadeTime))
{
currentValue = setValue;
}
else
{
currentValue += ((currentValue > setValue) ? -1 : 1) * Time.deltaTime / fadeTime;
}
passthroughRenderer.material.SetFloat("_Alpha", currentValue);
passthroughRenderer.material.SetFloat("_Darken", currentValue);
}
}
public void SetPassthrough(float val, float speed = 1f)
{
val = Mathf.Clamp01(val);
if (val != setValue)
{
fadeTime = speed;
setValue = val;
if (fade != null)
{
StopCoroutine(fade);
}
fade = StartCoroutine(Fade());
}
}
public float GetPassthrough()
{
return passthroughRenderer.material.GetFloat("_Darken");
}
}