Unity SteamVR 2.x UGUI射线交互 +物品射线点击+物品抓起(超级简单)

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猴君
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刚开始先查看了其他道友的方案:1.Unity使用SteamVR2.0实现基本功能(瞬移,抓取物品,射线点击,UI交互等)_贪小心的博客-CSDN博客_unity steam vr

2.【Steam VR 2.0】5.射线操作UGUI-射线点击物体_恩博同学的博客-CSDN博客_htc steamvr 射线点击ui

嗯。。。试着尝试了一下,不是很好用,于是乎记得以前用过得的方法(别人做的,我只是使用者),剔除出来,整理一下。

一 UGUI射线点击:

使用插件:CurvedUI(CurvedUI+DOTween+Shaders+Sprites-其它文档类资源-CSDN文库),SteamVR Plugin(商店免费)

场景使用SteamVR 的Interactions_Example场景测试的

1.将CurvedUI 下的CurvedUILaserPointer预制体 放置 SteamVR的 Player 下。

  1. 其他设置

二 物品射线点击:

继承重写类:CurvedUILaserBeam

 using UnityEngine; using System.Collections; using UnityEngine.EventSystems; using UnityEngine.UI; using System; using Valve.VR; using Valve.VR.Extras; using UnityEngine.Events;  namespace CurvedUI {     /// <summary>     /// This class contains code that controls the visuals (only!) of the laser pointer.     /// </summary>     public class CurvedUILaserBeam : MonoBehaviour     {         public SteamVR_Action_Boolean interactWithModel = SteamVR_Input.GetBooleanAction("GrabPinch");         bool isActive = false;         public event PointerEventHandler PointerClickModel;         Transform previousContact = null;         public virtual void OnPointerClickModel(PointerEventArgs e)         {             if (PointerClickModel != null)                 PointerClickModel(this, e);         }         GameObject itemObject = null;         bool bo = false;  #pragma warning disable 0649         [SerializeField]         Transform LaserBeamTransform;         [SerializeField]         Transform LaserBeamDot;         [SerializeField]         bool hideWhenNotAimingAtCanvas = false; #pragma warning restore 0649          protected void Update()         {             //get direction of the controller             Ray myRay = new Ray(this.transform.position, this.transform.forward);              //make laser beam hit stuff it points at.             if (LaserBeamTransform && LaserBeamDot)             {                 float length = 10000;                 RaycastHit hit;                 if (Physics.Raycast(myRay, out hit, length, CurvedUIInputModule.Instance.RaycastLayerMask))                 {                     length = Vector3.Distance(hit.point, this.transform.position);                     CurvedUISettings cuiSettings = hit.collider.GetComponentInParent<CurvedUISettings>();                     if (cuiSettings != null)//UI 界面                     {                        // Debug.Log("是 UI 界面");                         //find if there are any canvas objects we're pointing at. we only want transforms with graphics to block the pointer. (that are drawn by canvas => depth not -1)                         int selectablesUnderPointer = cuiSettings.GetObjectsUnderPointer().FindAll(x =>                         x != null && x.GetComponent<Graphic>() != null && x.GetComponent<Graphic>().depth != -1).Count;                          length = selectablesUnderPointer == 0                             ? 10000                             : Vector3.Distance(hit.point, this.transform.position);                     }                     else{ length = 0; }                 }                 else if (Physics.Raycast(myRay, out hit, length, LayerMask.GetMask("Obj")))                 {                     //物品的 Layer 设置 Obj  ,挂载组件:BoxCollider,FT_InteractableRay                     length = Vector3.Distance(hit.point, this.transform.position);                     FT_InteractableRay FT_InteractableRay = hit.collider.GetComponentInParent<FT_InteractableRay>();                     BoxCollider boxCollider = hit.collider.GetComponentInParent<BoxCollider>();                     if (boxCollider != null&& FT_InteractableRay != null)                     {                         length = 1000;                         length =  Vector3.Distance(hit.point, this.transform.position);                         itemObject = hit.collider.gameObject;                          if (!bo)                         {                             bo = true;                             itemObject.GetComponent<FT_InteractableRay>().RayEnter();                         }                          if (CurvedUIInputModule.Instance.SteamVRClickAction.GetStateDown(Valve.VR.SteamVR_Input_Sources.RightHand))                         {                             //点击                             itemObject.GetComponent<FT_InteractableRay>().RayClick();                         }                         else if (CurvedUIInputModule.Instance.SteamVRClickAction.GetStateDown(Valve.VR.SteamVR_Input_Sources.LeftHand))                         {                             //点击                             itemObject.GetComponent<FT_InteractableRay>().RayClick();                         }                     }                 }                 else                 {                     bo = false;                     itemObject?.GetComponent<FT_InteractableRay>().RayExit();                     itemObject = null;                     length = 0;                 }                  //set the leangth of the beam                 LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyZ(length);                   射线长度为零的时候隐藏射线                 //if (Math.Abs(length) < 0.0001f && LaserBeamTransform.gameObject.activeSelf)                 //    LaserBeamTransform.gameObject.SetActive(false);                 //else if (Math.Abs(length) >= 0.0001f && !LaserBeamTransform.gameObject.activeSelf)                 //    LaserBeamTransform.gameObject.SetActive(true);             }           }      } } 

2.挂载物品上代码

 using System.Collections.Generic; using UnityEngine; using UnityEngine.Events;      public class FT_InteractableRay : MonoBehaviour     {         public bool isActive = true;          public UnityEvent OnRayEnter;         public UnityEvent OnRayExit;         public UnityEvent OnRayClick;          public virtual void RayEnter()         {             OnRayEnter?.Invoke();            // this.GetComponent<HighlightEffect>().highlighted = false;             Debug.Log("射线进入:" + name);         }          public virtual void RayExit()         {             OnRayExit?.Invoke();             Debug.Log("射线离开:" + name);         }          public virtual void RayClick()         {            OnRayClick?.Invoke();            Debug.Log("射线点击:" + name);         }     } 

3.逻辑测试 代码

using HighlightPlus; using System.Collections; using System.Collections.Generic; using UnityEngine;  public class TestTest : MonoBehaviour {     // Start is called before the first frame update     void Start()     {         this.gameObject.GetComponent<FT_InteractableRay>().OnRayEnter.AddListener(() => {             this.gameObject.GetComponent<HighlightEffect>().highlighted = true;         });         this.gameObject.GetComponent<FT_InteractableRay>().OnRayExit.AddListener(() => {             this.gameObject.GetComponent<HighlightEffect>().highlighted = false;         });         this.gameObject.GetComponent<FT_InteractableRay>().OnRayClick.AddListener(() => {          });     }      // Update is called once per frame     void Update()     {              } } 

完事!!!!!!!!!!!

后面 慢慢完善一下。

以上 方案我以弃用,不是不好用,而是 很多功能需要自己 集成。恰好找到了一个别人集成好的方案。

Unity VR Interaction Framework+VIVE Cosmos(完美组合)_野区捕龙为宠的博客-CSDN博客

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