/
Sword.cs
50 lines (44 loc) · 1.64 KB
/
Sword.cs
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namespace VRTK.Examples
{
using UnityEngine;
public class Sword : VRTK_InteractableObject
{
private float impactMagnifier = 120f;
private float collisionForce = 0f;
private float maxCollisionForce = 4000f;
private VRTK_ControllerReference controllerReference;
public float CollisionForce()
{
return collisionForce;
}
public override void Grabbed(GameObject grabbingObject)
{
base.Grabbed(grabbingObject);
controllerReference = VRTK_ControllerReference.GetControllerReference(grabbingObject);
}
public override void Ungrabbed(GameObject previousGrabbingObject)
{
base.Ungrabbed(previousGrabbingObject);
controllerReference = null;
}
protected override void OnEnable()
{
base.OnEnable();
controllerReference = null;
interactableRigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous;
}
private void OnCollisionEnter(Collision collision)
{
if (VRTK_ControllerReference.IsValid(controllerReference) && IsGrabbed())
{
collisionForce = VRTK_DeviceFinder.GetControllerVelocity(controllerReference).magnitude * impactMagnifier;
var hapticStrength = collisionForce / maxCollisionForce;
VRTK_SharedMethods.TriggerHapticPulse(controllerReference, hapticStrength, 0.5f, 0.01f);
}
else
{
collisionForce = collision.relativeVelocity.magnitude * impactMagnifier;
}
}
}
}