SteamVR使用射线交互UI

由于Unity软件对VR插件的兼容性问题使得实际项目中对于VR插件的使用限制很大,官方对于SteamVR插件的兼容性是最稳定的,SteamVR插件的示例场景里面对于UI的交互是使用的手柄触摸的方式,在Button上还添加Box Collider,这太麻烦了。
下面我们使用手柄射线交互的UI的方式

本文主要记录实现的方法,具体原理这里不做说明,插件从商店导入到unity,插件导入之后没有报错即是没有问题,找到VR预制体Player加入到场景里面,第一步新建脚本VRInputModel,该脚本不需要添加在任何物体上,代码如下:

using UnityEngine;
using UnityEngine.EventSystems;

public class VRInputModel : BaseInputModule
{
    
    
    /// <summary>
    /// 事件摄像机
    /// </summary>
    private Camera eventCamera;
    /// <summary>
    /// 是否检测射线
    /// </summary>
    public bool isActive = true;
    /// <summary>
    /// 是否执行UI操作标志位
    /// </summary>
    public bool isExecute = false;
    /// <summary>
    /// 指针事件数据
    /// </summary>
    public PointerEventData Data {
    
     get; private set; } = null;
    protected override void Awake()
    {
    
    
        eventCamera = GetComponent<Camera>();
    }
    protected override void Start()
    {
    
    
        Data = new PointerEventData(eventSystem);
        //设定射线的起始点为事件相机的视窗中心
        Data.position = new Vector2(eventCamera.pixelWidth / 2, eventCamera.pixelHeight / 2);
    }
    public override void Process()
    {
    
    
        if (isActive)
        {
    
    
            //发射射线检测UI
            eventSystem.RaycastAll(Data, m_RaycastResultCache);
            //从由近到远的射线碰撞结果m_RaycastResultCache中获取第一个(最近)的碰撞结果对应的射线结果
            Data.pointerCurrentRaycast = FindFirstRaycast(m_RaycastResultCache);
            //先处理射线点进入或移出UI游戏物体(这个事件让继承IPointerEnterHandler和IPointerExitHandler中的事件触发)
            HandlePointerExitAndEnter(Data, Data.pointerCurrentRaycast.gameObject);
            Debug.Log(Data.pointerCurrentRaycast.gameObject);
            //按下点击按钮的标志位
            if (isExecute)
            {
    
    
                ProcessPress();
            }
            else
            {
    
    
                ProcessRelease();
            }
        }
        
    }
    private void ProcessPress()
    {
    
    
        print("process");
        //把当前的射线信息赋值给光标按下射线
        Data.pointerPressRaycast = Data.pointerCurrentRaycast;
        //把光标按下射线对应的游戏物体赋值给指针数据中的pointPress
        Data.pointerPress = ExecuteEvents.GetEventHandler<IPointerClickHandler>(Data.pointerPressRaycast.gameObject);
        //执行光标按下事件,该事件会让继承了IPointerClickHandler的派生类中的事件触发
        ExecuteEvents.Execute(Data.pointerPress, Data, ExecuteEvents.pointerDownHandler);
        //把光标按下射线对应的游戏物体赋值给指针数据中的pointDrag
        Data.pointerDrag = ExecuteEvents.GetEventHandler<IDragHandler>(Data.pointerPressRaycast.gameObject);
        //执行光标开始拖动事件,该事件会让继承了IIDragHandler的派生类中的事件触发
        // ExecuteEvents.Execute(Data.pointerDrag, Data, ExecuteEvents.beginDragHandler);
        ExecuteEvents.Execute(Data.pointerDrag, Data, ExecuteEvents.dragHandler);
    }
    private void ProcessRelease()
    {
    
    
        GameObject pointRelease = ExecuteEvents.GetEventHandler<IPointerClickHandler>(Data.pointerCurrentRaycast.gameObject);

        if (Data.pointerPress == pointRelease)
            ExecuteEvents.Execute(Data.pointerPress, Data, ExecuteEvents.pointerClickHandler);

        ExecuteEvents.Execute(Data.pointerPress, Data, ExecuteEvents.pointerUpHandler);
        ExecuteEvents.Execute(Data.pointerDrag, Data, ExecuteEvents.endDragHandler);

        Data.pointerPress = null;
        Data.pointerDrag = null;

        Data.pointerCurrentRaycast.Clear();
    }
}

第二步新建脚本InteractionSys,该脚本需要添加在手柄物体上,代码如下:

using UnityEngine;
using Valve.VR;

public class InteractionSys : MonoBehaviour
{
    
    
    private SteamVR_Action_Boolean m_UIPoint;
    private SteamVR_Action_Boolean m_UIClick;
    private VRInputModel m_InputModel;
    LineRenderer m_Line;

    bool isShowLine = false;
    private void Awake()
    {
    
    
        m_UIPoint = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("Teleport");
        m_UIClick = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("InteractUI");
        if (m_InputModel == null)
            m_InputModel = gameObject.AddComponent<VRInputModel>();
        if (m_Line == null)
        {
    
    
            m_Line = gameObject.AddComponent<LineRenderer>();
            Keyframe[] ks = new Keyframe[2];
            ks[0] = new Keyframe(0, 0.007f);
            ks[1] = new Keyframe(1, 0.007f);
            m_Line.widthCurve = new AnimationCurve(ks);
            m_Line.material = new Material(Shader.Find("Unlit/Color"));
            m_Line.material.SetColor("_Color", new Color32(0, 255, 255, 64));
            m_Line.SetPosition(0, Vector3.zero);
            m_Line.SetPosition(1, Vector3.zero);
        }


        m_UIPoint.onStateDown += M_UIPoint_onStateDown;

        m_UIClick.onState += M_UIClick_onState;
        m_UIClick.onStateUp += M_UIClick_onStateUp;
    }
    private void Update()
    {
    
    
        if (isShowLine)
        {
    
    
            m_Line.SetPosition(0, transform.position);
            m_Line.SetPosition(1, transform.forward * 10000);
        }
    }

    //圆盘按下
    private void M_UIPoint_onStateDown(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
    {
    
    
        Debug.Log("圆盘按下");
        //射线开启关闭
        isShowLine = !isShowLine;

        m_InputModel.isActive = isShowLine;

        if (!isShowLine)
        {
    
    
            m_Line.SetPosition(0, Vector3.zero);
            m_Line.SetPosition(1, Vector3.zero);
        }
    }

    //扳机抬起
    private void M_UIClick_onStateUp(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
    {
    
    
        Debug.Log("扳机抬起");
        m_InputModel.isExecute = false;
    }

    //扳机按下
    private void M_UIClick_onState(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource)
    {
    
    
        Debug.Log("扳机按下");
        m_InputModel.isExecute = true;

    }

}

然后,在RightHand上,添加一个Camera组件,并且可以设置enable为false,添加InteractionSys脚本在RightHand上面,同时把Canvas画布上面的RenderMode设置成World Space,把Event Camera赋值成RightHand即可。如下图所示:在这里插入图片描述
在这里插入图片描述

InteractionSys是交互逻辑表现,需要哪只手发射线交互,就把这个脚本添加到哪只手上,其他组件会自动添加,比如LineRender、EventSysem、VRInputModel等。

完成!!!

交互方式是按圆盘键呼出射线,扳机键点击交互。

有疑问欢迎vx咨询159-7084-3394

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转载自blog.csdn.net/weixin_44733991/article/details/122306236
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