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BubbleGun.cs
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72 lines (60 loc) · 1.83 KB
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using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[RequireComponent(typeof(XRGrabInteractable))]
public class BubbleGun : MonoBehaviour
{
XRGrabInteractable m_InteractableBase;
Animator m_Animator;
[SerializeField] ParticleSystem m_BubbleParticleSystem = null;
const string k_AnimTriggerDown = "TriggerDown";
const string k_AnimTriggerUp = "TriggerUp";
const float k_HeldThreshold = 0.1f;
float m_TriggerHeldTime;
bool m_TriggerDown;
void Start()
{
m_InteractableBase = GetComponent<XRGrabInteractable>();
m_Animator = GetComponent<Animator>();
m_InteractableBase.onSelectExited.AddListener(DroppedGun);
m_InteractableBase.onActivate.AddListener(TriggerPulled);
m_InteractableBase.onDeactivate.AddListener(TriggerReleased);
}
void TriggerReleased(XRBaseInteractor obj)
{
m_Animator.SetTrigger(k_AnimTriggerUp);
m_TriggerDown = false;
m_TriggerHeldTime = 0;
m_BubbleParticleSystem.Stop();
}
void TriggerPulled(XRBaseInteractor obj)
{
m_Animator.SetTrigger(k_AnimTriggerDown);
m_TriggerDown = true;
}
void DroppedGun(XRBaseInteractor obj)
{
// In case the gun is dropped while in use.
m_Animator.SetTrigger(k_AnimTriggerUp);
m_TriggerDown = false;
m_TriggerHeldTime = 0;
m_BubbleParticleSystem.Stop();
}
void Update()
{
if (m_TriggerDown)
{
m_TriggerHeldTime += Time.deltaTime;
if (m_TriggerHeldTime >= k_HeldThreshold)
{
if (!m_BubbleParticleSystem.isPlaying)
{
m_BubbleParticleSystem.Play();
}
}
}
}
public void ShootEvent()
{
m_BubbleParticleSystem.Emit(1);
}
}