HTC VIVE统一工作时如何将一个对象粘贴到另一个对象的位置 [英] How to stick an object to another objects position while working on unity for HTC VIVE
问题描述
我想创建一个场景,其中电线(子代)插入插槽(父代),然后电线成为父代的子代,即使我移动父代,电线的位置也与父代固定应该随它一起移动.
I want to create a scene in which a wire(children) goes into a socket(parent) and then the wire becomes the child of the parent and it's position is fixed with the parent, even if i move the parent the wire should move along with it.
该项目基于unity3D FOR HTC Vive.我已经使用过ontriggerenter事件检查对撞机并将孩子的位置设置为父对象,但没有任何事情可以按照我希望的方式工作.
This project is based on unity3D FOR HTC Vive. I have already used the ontriggerenter events to check the colliders and set the position of child to the parent but nothing is working the way i want it to be.
公共GameObject Wire; 公共无效OnTriggerEnter(对撞机其他) { 如果(other.gameObject.tag =="Wire") {Debug.Log(在插座中输入电线");
public GameObject Wire; public void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Wire") { Debug.Log("enter wire in socket");
other.transform.parent = Wire.transform;
}
}
public void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Wire")
{ Debug.Log("exitt wire from socket");
other.transform.parent = null;
}
孩子实际上撞上了撞机,但没有被我真正想发生的母体所吸引.
The child actually hits the collider but does not get attatched to the parent body which i really want to happen.
推荐答案
您可以创建一个Plug类和一个Socket类,以及一个SocketPlugShape枚举(None,Circle,Square,Plus等). Plug类将具有一个OnDrop()函数,该函数触发利用Physics.OverlapSphere的LookForFittingSocketsNearby().对于Foreach对撞机,您然后将通过socket.TryInsertPlug(Plug插件)函数比较它是否是SocketPlugShape匹配项,如果成功,该函数将设置一个connectedPlug属性-以及更改plug.transform.parent =套接字的转换.确保对撞机组件的触发"被勾选.
You could create a Plug class, and a Socket class, along with a SocketPlugShape enum (None, Circle, Square, Plus etc.). The Plug class would have an OnDrop() function triggering LookForFittingSocketsNearby() which utilizes Physics.OverlapSphere. Foreach collider, you'd then compare if it's a SocketPlugShape match via a socket.TryInsertPlug(Plug plug) function, which sets a connectedPlug property if successful -- as well as changing the plug.transform.parent = transform of the socket. Ensure the collider components have Is Trigger ticked.
通过此系统,可以轻松地将插头和插座连接到Prefabs中的节点上,并且打开的SocketPlugShape意味着您可以轻松创建各种连接器,如
Via this system, the Plug and Sockets can then be easily attached to nodes in your Prefabs, and the open SocketPlugShape means you can create a variety of connectors easily, as shown in this video.
下面该项目的源代码,它不是完全独立的,但可能会为您提供更多的指针.祝你好运!
Source code of that project below, it's not fully self-contained but maybe gives you some more pointers. Good luck!
Plug.cs:
namespace VirtualOS {
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class Plug : MonoBehaviour
{
// A plug that can be inserted into sockets.
[SerializeField] SocketPlugShape shape = SocketPlugShape.None;
[SerializeField] float plugRadius = 0.05f;
[SerializeField] AudioSource unfittingSocketSound = null;
public void OnDrag()
{
Socket socket = GetComponentInParent<Socket>();
if (socket)
{
socket.RemovePlug();
}
}
public bool OnDrop()
{
return LookForFittingSocketsNearby();
}
public void Unplug()
{
Socket socket = GetComponentInParent<Socket>();
if (socket)
{
socket.RemovePlug();
}
}
bool LookForFittingSocketsNearby()
{
bool success = false;
Collider[] colliders = Physics.OverlapSphere(transform.position, plugRadius);
colliders = colliders.OrderBy(
x => Vector3.Distance(transform.position, x.transform.position)
).ToArray();
bool unfittingSocketFound = false;
foreach (Collider collider in colliders)
{
Transform parent = collider.transform.parent;
if (parent != null)
{
Socket socket = parent.GetComponent<Socket>();
if (socket != null)
{
success = socket.TryInsertPlug(this);
if (success)
{
break;
}
else
{
unfittingSocketFound = true;
}
}
}
}
if (unfittingSocketFound && !success)
{
HandleUnfittingSocketSound();
}
return success;
}
void HandleUnfittingSocketSound()
{
unfittingSocketSound.Play();
Handable handable = GetComponentInParent<Handable>();
if (handable != null)
{
handable.InvertVelocity();
}
}
public SocketPlugShape GetShape()
{
return shape;
}
}
}
Socket.cs
Socket.cs
namespace VirtualOS {
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Socket : MonoBehaviour
{
// A socket child in a CustomObject that allows plugs to snap into it, informing
// the CustomObject when that happens.
[SerializeField] SocketPlugShape shape = SocketPlugShape.None;
[SerializeField] AudioSource insertPlugSound = null;
[SerializeField] AudioSource removePlugSound = null;
Plug connectedPlug = null;
Action<Plug> onPlugged = null;
Action onUnplugged = null;
public void SetOnPlugged(Action<Plug> onPlugged)
{
this.onPlugged = onPlugged;
}
public void SetOnUnplugged(Action onUnplugged)
{
this.onUnplugged = onUnplugged;
}
public bool TryInsertPlug(Plug plug)
{
bool success = false;
if (
connectedPlug == null &&
shape != SocketPlugShape.None &&
plug.GetShape() == shape
)
{
CustomObject customObject = plug.GetComponentInParent<CustomObject>();
if (customObject != null)
{
success = true;
connectedPlug = plug;
customObject.transform.parent = transform;
AnimatePlugTowardsUs(customObject);
insertPlugSound.Play();
Handable handable = GetComponentInParent<Handable>();
if (handable != null && handable.handHoldingMe != null)
{
handable.handHoldingMe.Vibrate(VibrationForce.Hard);
}
if (onPlugged != null) { onPlugged(plug); }
}
}
return success;
}
void AnimatePlugTowardsUs(CustomObject customObject)
{
Tweener tweener = customObject.GetComponent<Tweener>();
if (tweener != null)
{
tweener.ReachTargetInstantly();
}
else
{
tweener = customObject.gameObject.AddComponent<Tweener>();
}
tweener.Animate(
position: Vector3.zero, rotation: Vector3.zero, seconds: 0.1f,
tweenType: TweenType.EaseInOut
);
}
public void RemovePlug()
{
if (connectedPlug != null)
{
if (onUnplugged != null) { onUnplugged(); }
CustomObject customObject = connectedPlug.GetComponentInParent<CustomObject>();
customObject.transform.parent = null;
connectedPlug = null;
removePlugSound.Play();
}
}
public SocketPlugShape GetShape()
{
return shape;
}
}
}
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