From a268e02ca8cab587e1f6c7074846679d95797dc2 Mon Sep 17 00:00:00 2001 From: Alex Hesketh Date: Wed, 13 May 2020 14:13:40 +0100 Subject: [PATCH] Cleanup --- ...Front Suspension Save Final With Bolts.obj | 0 ... Suspension Save Final With Bolts.obj.meta | 0 Assets/[Project]/Scenes/Main.unity | 1575 +++++------------ .../Scripts/Assembly/InteractionItem.cs | 106 +- .../Scripts/Assembly/InteractionType.cs | 22 +- Assets/[Project]/Scripts/Assembly/Slot.cs | 191 +- .../Scripts/Assembly/SlotVisualisation.cs | 97 +- Assets/[Project]/Scripts/Assembly/Step.cs | 152 +- Assets/[Project]/Scripts/Stopwatch.cs | 80 +- Assets/[Project]/Scripts/VR/LerpToTarget.cs | 23 +- .../[Project]/Scripts/{ => VR}/Locomotion.cs | 0 .../Scripts/{ => VR}/Locomotion.cs.meta | 0 Assets/[Project]/Scripts/VR/ResetIfLost.cs | 54 +- ProjectSettings/ProjectSettings.asset | 9 +- ProjectSettings/ProjectVersion.txt | 4 +- README.md | 20 +- 16 files changed, 895 insertions(+), 1438 deletions(-) rename Assets/{ => [Project]/Models}/Full Front Suspension Save Final With Bolts.obj (100%) rename Assets/{ => [Project]/Models}/Full Front Suspension Save Final With Bolts.obj.meta (100%) rename Assets/[Project]/Scripts/{ => VR}/Locomotion.cs (100%) rename Assets/[Project]/Scripts/{ => VR}/Locomotion.cs.meta (100%) diff --git a/Assets/Full Front Suspension Save Final With Bolts.obj b/Assets/[Project]/Models/Full Front Suspension Save Final With Bolts.obj similarity index 100% rename from Assets/Full Front Suspension Save Final With Bolts.obj rename to Assets/[Project]/Models/Full Front Suspension Save Final With Bolts.obj diff --git a/Assets/Full Front Suspension Save Final With Bolts.obj.meta b/Assets/[Project]/Models/Full Front Suspension Save Final With Bolts.obj.meta similarity index 100% rename from Assets/Full Front Suspension Save Final With Bolts.obj.meta rename to Assets/[Project]/Models/Full Front Suspension Save Final With Bolts.obj.meta diff --git a/Assets/[Project]/Scenes/Main.unity b/Assets/[Project]/Scenes/Main.unity index e3aa4af..5799876 100644 --- a/Assets/[Project]/Scenes/Main.unity +++ b/Assets/[Project]/Scenes/Main.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - 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serializedVersion: 3 + serializedVersion: 4 m_Convex: 1 m_CookingOptions: 30 m_Mesh: {fileID: -5287787077628816522, guid: 96af806f2402bab47953bd198314c436, type: 3} @@ -55639,7 +54904,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 1 m_CookingOptions: 30 m_Mesh: {fileID: -3626031001415167333, guid: f79fca3526410ea4292f5f6f75294840, type: 3} @@ -55776,7 +55041,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 1 m_CookingOptions: 30 m_Mesh: {fileID: 1906411407960972574, guid: f79fca3526410ea4292f5f6f75294840, type: 3} @@ -56171,7 +55436,7 @@ PrefabInstance: - target: {fileID: 8692498078970448750, guid: 2506650b99cb762489d6d20fd9dea69d, type: 3} propertyPath: m_AnchoredPosition.x - value: 0 + value: 125.77 objectReference: {fileID: 0} - target: {fileID: 8692498078970448750, guid: 2506650b99cb762489d6d20fd9dea69d, type: 3} @@ -56211,7 +55476,7 @@ PrefabInstance: - target: {fileID: 8692498079553803928, guid: 2506650b99cb762489d6d20fd9dea69d, type: 3} propertyPath: m_AnchoredPosition.x - value: 0 + value: 125.77 objectReference: {fileID: 0} - target: {fileID: 8692498079553803928, guid: 2506650b99cb762489d6d20fd9dea69d, type: 3} @@ -56375,7 +55640,7 @@ PrefabInstance: - target: {fileID: 6771368504775727495, guid: 8197bcf5e06426f4493e574a7ac3483f, type: 3} propertyPath: m_AnchoredPosition.x - value: 0 + value: 125.77 objectReference: {fileID: 0} - target: {fileID: 6771368504775727495, guid: 8197bcf5e06426f4493e574a7ac3483f, type: 3} diff --git a/Assets/[Project]/Scripts/Assembly/InteractionItem.cs b/Assets/[Project]/Scripts/Assembly/InteractionItem.cs index 9a1aa0b..859bb88 100644 --- a/Assets/[Project]/Scripts/Assembly/InteractionItem.cs +++ b/Assets/[Project]/Scripts/Assembly/InteractionItem.cs @@ -2,65 +2,83 @@ using UnityEngine; using Valve.VR.InteractionSystem; -[RequireComponent(typeof(Rigidbody), typeof(Throwable))] -public class InteractionItem : MonoBehaviour +namespace VRAssembly { - [SerializeField] private InteractionType type = null; - - public InteractionType Type => type; - - private new Rigidbody rigidbody = null; - private Throwable throwable = null; - private Collider[] colliders = null; - - protected virtual void Awake() + /// + /// An interaction item is an item that is held by the VR player and should be used to complete a Slot + /// + [RequireComponent(typeof(Rigidbody), typeof(Throwable))] + public class InteractionItem : MonoBehaviour { - TryGetComponent(out rigidbody); - TryGetComponent(out throwable); + [SerializeField] private InteractionType type = null; - colliders = GetComponentsInChildren(); - } + public InteractionType Type => type; - public void Consume(Transform position) - { - if (type.Consumable) - { - Debug.Log("Consuming: " + gameObject.name); + private new Rigidbody rigidbody = null; + private Throwable throwable = null; + private Collider[] colliders = null; - throwable?.interactable?.attachedToHand?.DetachObject(gameObject); + /// + /// Retrieve relevant components that are attached to the gameObject + /// + protected virtual void Awake() + { + TryGetComponent(out rigidbody); + TryGetComponent(out throwable); - foreach (Collider collider in colliders) + colliders = GetComponentsInChildren(); + } + + /// + /// If we are instructed to be consumed, we must start the routine to move towards the target consumption point and detach ourselves from the VR Player + /// After calling this we don't expect any further User interaction with the item as it is due to no longer be used + /// + /// The target transform + public void Consume(Transform position) + { + if (type.Consumable) { - collider.enabled = false; - } + Debug.Log("Consuming: " + gameObject.name); - rigidbody.isKinematic = true; + throwable?.interactable?.attachedToHand?.DetachObject(gameObject); - StartCoroutine(LerpToPosition(position)); - } - } + foreach (Collider collider in colliders) + { + collider.enabled = false; + } - private IEnumerator LerpToPosition(Transform target) - { - const float duration = 0.2f; - float time = 0.0f; + rigidbody.isKinematic = true; - Vector3 initialPosition = transform.position; - Quaternion initialRotation = transform.rotation; + StartCoroutine(LerpToPosition(position)); + } + } - while(time < duration) + /// + /// Simple routine to move towards the target position ready to be consumed + /// + /// The target transform we will be consumed at + private IEnumerator LerpToPosition(Transform target) { - float progress = time / duration; + const float duration = 0.2f; + float time = 0.0f; - transform.position = Vector3.Lerp(initialPosition, target.position, progress); - transform.rotation = Quaternion.Slerp(initialRotation, target.rotation, progress); + Vector3 initialPosition = transform.position; + Quaternion initialRotation = transform.rotation; - yield return new WaitForEndOfFrame(); + while (time < duration) + { + float progress = time / duration; - time += Time.deltaTime; - } + transform.position = Vector3.Lerp(initialPosition, target.position, progress); + transform.rotation = Quaternion.Slerp(initialRotation, target.rotation, progress); - transform.position = target.position; - transform.rotation = target.rotation; + yield return new WaitForEndOfFrame(); + + time += Time.deltaTime; + } + + transform.position = target.position; + transform.rotation = target.rotation; + } } -} +} \ No newline at end of file diff --git a/Assets/[Project]/Scripts/Assembly/InteractionType.cs b/Assets/[Project]/Scripts/Assembly/InteractionType.cs index 33dfdbb..b5fed1e 100644 --- a/Assets/[Project]/Scripts/Assembly/InteractionType.cs +++ b/Assets/[Project]/Scripts/Assembly/InteractionType.cs @@ -1,9 +1,21 @@ using UnityEngine; -[CreateAssetMenu(fileName = "Part", menuName = "Assembly/PartType", order = -100)] -public class InteractionType : ScriptableObject +namespace VRAssembly { - [SerializeField] private bool consumable = true; + /// + /// Simple class to indicate the type of part (determined by the actual asset and asset name) + /// Also indicates whether this object is consumed + /// + [CreateAssetMenu(fileName = "Part", menuName = "Assembly/PartType", order = -100)] + public class InteractionType : ScriptableObject + { + [SerializeField] private bool consumable = true; - public bool Consumable => consumable; -} + /// + /// Whether the part is consumable + /// Consumable is whether it is safe to destroy the part after it has been used to complete a step + /// For example, a nail is consumable but a hammer is not. A hammer can be used an infinite amount of time, a nail is lost once inserted + /// + public bool Consumable => consumable; + } +} \ No newline at end of file diff --git a/Assets/[Project]/Scripts/Assembly/Slot.cs b/Assets/[Project]/Scripts/Assembly/Slot.cs index a5a168b..2d6bf77 100644 --- a/Assets/[Project]/Scripts/Assembly/Slot.cs +++ b/Assets/[Project]/Scripts/Assembly/Slot.cs @@ -1,102 +1,141 @@ -using System; -using System.Collections.Generic; +using System.Collections.Generic; using UnityEngine; -[RequireComponent(typeof(Rigidbody))] -public class Slot : Step +namespace VRAssembly { - [Header("Type")] - [SerializeField] private InteractionType partType = null; - - [Header("Time")] - [SerializeField] private float timeToComplete = 0f; - [SerializeField] private bool progressResets = false; - - [Header("Rotation Check")] - [SerializeField] private float tolerance = 0.05f; - [Space(8)] - [SerializeField] private bool up = false; - [SerializeField] private bool right = false; - [SerializeField] private bool forward = false; - [Space(8)] - [SerializeField] private bool upSymmetrical = false; - [SerializeField] private bool rightSymmetrical = false; - [SerializeField] private bool forwardSymmetrical = false; - - [Header("Position Check")] - [SerializeField] private float maxDistance = 0.025f; - - public Action OnProgressChanged; - - private List trackedParts = new List(); - private float currentTimeToComplete = 0.0f; - - protected void OnTriggerEnter(Collider other) + /// + /// An extension of a Step that must be completed that makes up the project + /// A Slot is a visual Step where an InteractionItem must be placed at the correct angle and position to complete + /// + [RequireComponent(typeof(Rigidbody))] + public class Slot : Step { - InteractionItem part = other.gameObject.GetComponentInParent(); - if (part && part.Type == partType) + [Header("Type")] + [SerializeField] private InteractionType partType = null; + + [Header("Time")] + [SerializeField] private float timeToComplete = 0f; + [SerializeField] private bool progressResets = false; + + [Header("Rotation Check")] + [SerializeField] private float tolerance = 0.05f; + + [Space(8)] + [SerializeField] private bool up = false; + [SerializeField] private bool right = false; + [SerializeField] private bool forward = false; + [Space(8)] + [SerializeField] private bool upSymmetrical = false; + [SerializeField] private bool rightSymmetrical = false; + [SerializeField] private bool forwardSymmetrical = false; + + [Header("Position Check")] [SerializeField] + private float maxDistance = 0.025f; + + private List trackedParts = new List(); + private float currentTimeToComplete = 0.0f; + + /// + /// When anything moves into the trigger for this slot, we need to add it from our collection of InteractionItems that we maintain + /// That we process in the update if need be + /// + /// The Collider that is intersecting this slot + protected void OnTriggerEnter(Collider other) { - trackedParts.Add(part); + InteractionItem part = other.gameObject.GetComponentInParent(); + if (part && part.Type == partType) + { + trackedParts.Add(part); + } } - } - protected void OnTriggerExit(Collider other) - { - InteractionItem part = other.gameObject.GetComponentInParent(); - if (part && part.Type == partType) + /// + /// When anything moves out of the trigger for this slot, we need to remove it from our collection of InteractionItems that we maintain + /// + /// The Collider that was intersecting this slot + protected void OnTriggerExit(Collider other) { - trackedParts.Remove(part); + InteractionItem part = other.gameObject.GetComponentInParent(); + if (part && part.Type == partType) + { + trackedParts.Remove(part); + } } - } - protected void Update() - { - if (Available) + /// + /// Each update if we are available to be completed we want to perform comparisons with all parts + /// that are currently intersecting this slot + /// + protected void Update() { - foreach (InteractionItem part in trackedParts) + if (Available) { - PerformComparison(part); + foreach (InteractionItem part in trackedParts) + { + PerformComparison(part); + } } } - } - protected virtual void OnValidate() - { - GetComponent().isKinematic = true; - - foreach (Collider collider in GetComponentsInChildren()) + /// + /// Perform some validation checks on components attached to the same gameobject + /// We have certain assumptions about these components that must be met for things to work as intended + /// + protected virtual void OnValidate() { - collider.isTrigger = true; - } - } + // Just for sanity, ensure that the rigidbody is kinematic as this is what the Slot expects + // Slots should not be items that move around or do anything with real physic interactions + GetComponent().isKinematic = true; - private void PerformComparison(InteractionItem part) - { - Transform other = part.transform; - - Debug.Log(Vector3.Dot(other.forward, transform.forward)); + // We also expect all Slots to be triggers + // So for sanity, ensure they all are + foreach (Collider collider in GetComponentsInChildren()) + { + collider.isTrigger = true; + } + } - // If the alignment isnt correct - if (((Vector3.Distance(other.position, transform.position) > maxDistance) - || ((up) && 1.0f - (upSymmetrical ? Mathf.Abs(Vector3.Dot(other.up, transform.up)) : Vector3.Dot(other.up, transform.up)) > tolerance)) - || ((right) && 1.0f - (rightSymmetrical ? Mathf.Abs(Vector3.Dot(other.right, transform.right)) : Vector3.Dot(other.right, transform.right)) > tolerance) - || ((forward) && 1.0f - (forwardSymmetrical ? Mathf.Abs(Vector3.Dot(other.forward, transform.forward)) : Vector3.Dot(other.forward, transform.forward)) > tolerance)) + /// + /// Compares the position and rotation of a part with this slot + /// If they are close enough together, and close enough in terms of matching rotation + /// Then if they are held in that position for long enough + /// We can mark the slot as filled / complete + /// + /// The part that we are performing our comparison with + private void PerformComparison(InteractionItem part) { - if (progressResets) + Transform other = part.transform; + + Debug.Log(Vector3.Dot(other.forward, transform.forward)); + + // If the alignment isnt correct + if (((Vector3.Distance(other.position, transform.position) > maxDistance) + || ((up) && 1.0f - (upSymmetrical + ? Mathf.Abs(Vector3.Dot(other.up, transform.up)) + : Vector3.Dot(other.up, transform.up)) > tolerance)) + || ((right) && 1.0f - (rightSymmetrical + ? Mathf.Abs(Vector3.Dot(other.right, transform.right)) + : Vector3.Dot(other.right, transform.right)) > tolerance) + || ((forward) && + 1.0f - (forwardSymmetrical + ? Mathf.Abs(Vector3.Dot(other.forward, transform.forward)) + : Vector3.Dot(other.forward, transform.forward)) > tolerance)) { - currentTimeToComplete = 0.0f; + if (progressResets) + { + currentTimeToComplete = 0.0f; + } + + return; } - return; - } + if (currentTimeToComplete >= timeToComplete) + { + Complete = true; + part.Consume(transform); + } - if (currentTimeToComplete >= timeToComplete) - { - Complete = true; - part.Consume(transform); + currentTimeToComplete += Time.deltaTime; } - - currentTimeToComplete += Time.deltaTime; - OnProgressChanged?.Invoke(currentTimeToComplete); } } \ No newline at end of file diff --git a/Assets/[Project]/Scripts/Assembly/SlotVisualisation.cs b/Assets/[Project]/Scripts/Assembly/SlotVisualisation.cs index 4f2b942..d258e7c 100644 --- a/Assets/[Project]/Scripts/Assembly/SlotVisualisation.cs +++ b/Assets/[Project]/Scripts/Assembly/SlotVisualisation.cs @@ -1,56 +1,73 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; +using UnityEngine; -[RequireComponent(typeof(Slot), typeof(AudioSource))] -public class SlotVisualisation : MonoBehaviour +namespace VRAssembly { - [Header("Visual")] - [SerializeField] private Material unavailableMat = null; - [SerializeField] private Material availableMat = null; + /// + /// Component to provide a visual response/state to the Slot that it is attached too + /// + [RequireComponent(typeof(Slot), typeof(AudioSource))] + public class SlotVisualisation : MonoBehaviour + { + [Header("Visual")] + [SerializeField] private Material unavailableMat = null; + [SerializeField] private Material availableMat = null; - [Header("Audio")] - [SerializeField] private AudioClip completeClip = null; + [Header("Audio")] + [SerializeField] private AudioClip completeClip = null; - private Slot slot = null; - private Renderer[] renderers = null; - private AudioSource audioSource = null; + private Slot slot = null; + private Renderer[] renderers = null; + private AudioSource audioSource = null; - protected virtual void Awake() - { - TryGetComponent(out slot); - TryGetComponent(out audioSource); + /// + /// Obtain necessary components + /// + protected virtual void Awake() + { + TryGetComponent(out slot); + TryGetComponent(out audioSource); - renderers = GetComponentsInChildren(); - } + renderers = GetComponentsInChildren(); + } - protected virtual void Start() - { - slot.OnSlotAvailable += OnSlotAvailable; - slot.OnSlotCompleted += OnSlotCompleted; - - foreach (Renderer renderer in renderers) + /// + /// Registers to all events and set default state + /// + protected virtual void Start() { - renderer.material = unavailableMat; + slot.OnSlotAvailable += OnSlotAvailable; + slot.OnSlotCompleted += OnSlotCompleted; + + foreach (Renderer renderer in renderers) + { + renderer.material = unavailableMat; + } } - } - private void OnSlotAvailable() - { - foreach (Renderer renderer in renderers) + /// + /// Event handler for a Slot becoming available for completion + /// Sets the materials to the one to represent ready to complete steps + /// + private void OnSlotAvailable() { - renderer.material = availableMat; + foreach (Renderer renderer in renderers) + { + renderer.material = availableMat; + } } - } - private void OnSlotCompleted() - { - audioSource.PlayOneShot(completeClip); - - foreach (Renderer renderer in renderers) + /// + /// Event handler for a Slot being completed + /// Plays an audio cue and changes to the completed material + /// + private void OnSlotCompleted() { - renderer.enabled = false; + audioSource.PlayOneShot(completeClip); + + foreach (Renderer renderer in renderers) + { + renderer.enabled = false; + } } } -} +} \ No newline at end of file diff --git a/Assets/[Project]/Scripts/Assembly/Step.cs b/Assets/[Project]/Scripts/Assembly/Step.cs index dc00298..7c430f1 100644 --- a/Assets/[Project]/Scripts/Assembly/Step.cs +++ b/Assets/[Project]/Scripts/Assembly/Step.cs @@ -2,73 +2,105 @@ using System.Collections; using UnityEngine; -public abstract class Step : MonoBehaviour +namespace VRAssembly { - [SerializeField] private Slot[] requirements = new Slot[0]; - [SerializeField] private bool requireAny = false; - - private bool available = false; - private bool complete = false; - - public bool Complete + /// + /// A step towards completing a task + /// How the Step should be completed should be defined in a concrete version of this class + /// + public abstract class Step : MonoBehaviour { - get => complete; + [Tooltip("Any Steps that must be complete before this is made Active"), SerializeField] private Slot[] requirements = new Slot[0]; + [Tooltip("Whether this is ANY or ALL requirements must be fulfilled"), SerializeField] private bool requireAny = false; + + private bool available = false; + private bool complete = false; - protected set + /// + /// Indicates that this step is finished + /// Therefore any other steps using this as a requirement know that their requirement has been fulfilled + /// + public bool Complete { - complete = value; + get => complete; - if (Complete) + protected set { - OnSlotCompleted?.Invoke(); + complete = value; + + if (Complete) + { + OnSlotCompleted?.Invoke(); + } } } - } - public bool Available - { - get => available && !Complete; - - protected set + /// + /// Indicates that the step is able to be completed + /// If the step is Complete, then you wouldn't be able to complete it again + /// + public bool Available { - available = value; + get => available && !Complete; - if (Available) + protected set { - OnSlotAvailable?.Invoke(); + available = value; + + if (Available) + { + OnSlotAvailable?.Invoke(); + } } } - } - public Action OnSlotCompleted; - public Action OnSlotAvailable; + /// + /// Event Invoked anytime when the step is set to complete + /// + public Action OnSlotCompleted; - protected virtual IEnumerator Start() - { - foreach (Slot requirement in requirements) + /// + /// Event invoked anytime when the step is set to available + /// + public Action OnSlotAvailable; + + /// + /// At startup, we hook up to events in any required steps so that we can calculate whether this step is available + /// + protected virtual IEnumerator Start() { - requirement.OnSlotCompleted += OnRequirementCompleted; - } + foreach (Slot requirement in requirements) + { + requirement.OnSlotCompleted += OnRequirementCompleted; + } - yield return new WaitForSeconds(1.0f); + yield return new WaitForSeconds(1.0f); - // If we don't have any requirements, we are a base Slot. - Available = (requirements.Length == 0); - } + // If we don't have any requirements, we are a base Slot. + Available = (requirements.Length == 0); + } - protected virtual void OnDestroy() - { - foreach (Slot requirement in requirements) + /// + /// When cleaning up this gameobject, we also want to remove our event listeners within the required steps + /// Ensures that we can add/remove objects at runtime if need be + /// + protected virtual void OnDestroy() { - requirement.OnSlotCompleted -= OnRequirementCompleted; + foreach (Slot requirement in requirements) + { + requirement.OnSlotCompleted -= OnRequirementCompleted; + } } - } - private void OnRequirementCompleted() - { - if (!Available && !Complete) + /// + /// Event handler for whenever any step is completed + /// Instead of internally tracking completion step of all requirements in here + /// Every time we complete any step, we evaluate all of their Completion status + /// To check whether all out prerequisites have been met + /// + private void OnRequirementCompleted() { - if (!requireAny) + if (!Available && !Complete && !requireAny) { foreach (Slot requirement in requirements) { @@ -79,19 +111,37 @@ private void OnRequirementCompleted() return; } } + + // We can mark our self as available + Available = true; } + } - // We can mark ourself as available - Available = true; +#if UNITY_EDITOR + /// + /// Debug function for calling within the Unity Editor + /// Allows us to simulate completing the step (abiding by standard available rules) + /// + [ContextMenu("Complete")] + private void Debug_Complete() + { + if (Available) + { + Complete = true; + } } - } - [ContextMenu("Complete")] - private void Debug_Complete() - { - if (Available) + /// + /// Debug function for calling within the Unity Editor + /// Allows us to simulate completing the step (ignoring availability rules) + /// + [ContextMenu("Complete (Force)")] + private void Debug_ForceComplete() { + Available = true; Complete = true; } +#endif } -} + +} \ No newline at end of file diff --git a/Assets/[Project]/Scripts/Stopwatch.cs b/Assets/[Project]/Scripts/Stopwatch.cs index c396da2..db53e66 100644 --- a/Assets/[Project]/Scripts/Stopwatch.cs +++ b/Assets/[Project]/Scripts/Stopwatch.cs @@ -3,51 +3,69 @@ using System.Collections; using System; -public class Stopwatch : Step +namespace VRAssembly { - [SerializeField] private Step[] requirementsToStop = new Step[0]; - - [Header("UI")] - [SerializeField] private TextMeshProUGUI[] outputs = new TextMeshProUGUI[0]; + /// + /// Used to track the amount of time taken from completed the required steps the final requirements + /// Outputs to any number for TextMeshProUGUI text components + /// + public class Stopwatch : Step + { + [SerializeField] private Step[] requirementsToStop = new Step[0]; - private float timeElapsed = 0.0f; + [Header("UI")] + [SerializeField] private TextMeshProUGUI[] outputs = new TextMeshProUGUI[0]; - protected override IEnumerator Start() - { - foreach (Step step in requirementsToStop) + private float timeElapsed = 0.0f; + + /// + /// Register event handler to all requirements to stop + /// + protected override IEnumerator Start() { - step.OnSlotCompleted += OnCompletionRequirementComplete; - } + foreach (Step step in requirementsToStop) + { + step.OnSlotCompleted += OnCompletionRequirementComplete; + } - yield return base.Start(); - } + yield return base.Start(); + } - protected virtual void Update() - { - if (Available) + /// + /// Each update if available we need to increment the amount of time spent + /// We also update the text elements each frame too + /// + protected virtual void Update() { - timeElapsed += Time.deltaTime; + if (Available) + { + timeElapsed += Time.deltaTime; - TimeSpan time = TimeSpan.FromSeconds(timeElapsed); - string str = time.ToString(@"hh\:mm\:ss"); + TimeSpan time = TimeSpan.FromSeconds(timeElapsed); + string str = time.ToString(@"hh\:mm\:ss"); - foreach (TextMeshProUGUI output in outputs) - { - output.text = str; + foreach (TextMeshProUGUI output in outputs) + { + output.text = str; + } } } - } - private void OnCompletionRequirementComplete() - { - foreach (Step step in requirementsToStop) + /// + /// Event handler for any of the final steps being complete + /// We will only mark ourselves aas complete if all the steps we are listening too are done + /// + private void OnCompletionRequirementComplete() { - if (!step.Complete) + foreach (Step step in requirementsToStop) { - return; + if (!step.Complete) + { + return; + } } - } - Complete = true; + Complete = true; + } } -} +} \ No newline at end of file diff --git a/Assets/[Project]/Scripts/VR/LerpToTarget.cs b/Assets/[Project]/Scripts/VR/LerpToTarget.cs index cf4ed69..3c30dec 100644 --- a/Assets/[Project]/Scripts/VR/LerpToTarget.cs +++ b/Assets/[Project]/Scripts/VR/LerpToTarget.cs @@ -1,13 +1,20 @@ using UnityEngine; -public class LerpToTarget : MonoBehaviour +namespace VRAssembly { - [SerializeField] private Transform target = null; - [SerializeField] private float lerpSpeed = 5.0f; - - protected virtual void Update() + /// + /// Script that will smoothly and constantly move the attached transform towards a target transform + /// Used mainly to smooth the PC camera to the VR perspective (leading to a less nausea inducing viewing experience) + /// + public class LerpToTarget : MonoBehaviour { - transform.position = Vector3.Lerp(transform.position, target.position, Time.deltaTime * lerpSpeed); - transform.rotation = Quaternion.Slerp(transform.rotation, target.rotation, Time.deltaTime * lerpSpeed); + [SerializeField] private Transform target = null; + [SerializeField] private float lerpSpeed = 5.0f; + + protected virtual void Update() + { + transform.position = Vector3.Lerp(transform.position, target.position, Time.deltaTime * lerpSpeed); + transform.rotation = Quaternion.Slerp(transform.rotation, target.rotation, Time.deltaTime * lerpSpeed); + } } -} +} \ No newline at end of file diff --git a/Assets/[Project]/Scripts/Locomotion.cs b/Assets/[Project]/Scripts/VR/Locomotion.cs similarity index 100% rename from Assets/[Project]/Scripts/Locomotion.cs rename to Assets/[Project]/Scripts/VR/Locomotion.cs diff --git a/Assets/[Project]/Scripts/Locomotion.cs.meta b/Assets/[Project]/Scripts/VR/Locomotion.cs.meta similarity index 100% rename from Assets/[Project]/Scripts/Locomotion.cs.meta rename to Assets/[Project]/Scripts/VR/Locomotion.cs.meta diff --git a/Assets/[Project]/Scripts/VR/ResetIfLost.cs b/Assets/[Project]/Scripts/VR/ResetIfLost.cs index 20d1fe6..17a6ae2 100644 --- a/Assets/[Project]/Scripts/VR/ResetIfLost.cs +++ b/Assets/[Project]/Scripts/VR/ResetIfLost.cs @@ -1,27 +1,43 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; +using UnityEngine; -[RequireComponent(typeof(Rigidbody))] -public class ResetIfLost : MonoBehaviour +namespace VRAssembly { - private new Rigidbody rigidbody = null; - private Vector3 initialPosition = Vector3.zero; - - protected virtual void Awake() + /// + /// Helper for rigidbodies within the scene + /// Cache the starting position of the attached transform and reset to it if we fall below a certain y level (off map) + /// + [RequireComponent(typeof(Rigidbody))] + public class ResetIfLost : MonoBehaviour { - TryGetComponent(out rigidbody); + private new Rigidbody rigidbody = null; + private Vector3 initialPosition = Vector3.zero; - initialPosition = transform.position; - } + /// + /// The lowest Y level that the attached transform can go to before resetting + /// + private const float MinY = -10.0f; - protected virtual void Update() - { - if (transform.position.y < -10) + /// + /// Cache the attached transforms starting position and retrieve relevant components + /// + protected virtual void Awake() + { + TryGetComponent(out rigidbody); + + initialPosition = transform.position; + } + + /// + /// Check the y position of the attached transform and if it is below a certain y level reset to the cached start position + /// + protected virtual void Update() { - rigidbody.velocity = Vector3.zero; - rigidbody.angularVelocity = Vector3.zero; - transform.position = initialPosition; + if (transform.position.y < MinY) + { + rigidbody.velocity = Vector3.zero; + rigidbody.angularVelocity = Vector3.zero; + transform.position = initialPosition; + } } } -} +} \ No newline at end of file diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 9c245f4..2674dfa 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -12,8 +12,8 @@ PlayerSettings: targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: Mark Eccleston - productName: Car Assembly + companyName: Alex Hesketh + productName: VR Assembly defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} @@ -103,6 +103,7 @@ PlayerSettings: xboxOneMonoLoggingLevel: 0 xboxOneLoggingLevel: 1 xboxOneDisableEsram: 0 + xboxOneEnableTypeOptimization: 0 xboxOnePresentImmediateThreshold: 0 switchQueueCommandMemory: 0 switchQueueControlMemory: 16384 @@ -118,7 +119,7 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 0.1 + bundleVersion: 1.0 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 @@ -541,6 +542,7 @@ PlayerSettings: ps4UseResolutionFallback: 0 ps4ReprojectionSupport: 0 ps4UseAudio3dBackend: 0 + ps4UseLowGarlicFragmentationMode: 1 ps4SocialScreenEnabled: 0 ps4ScriptOptimizationLevel: 0 ps4Audio3dVirtualSpeakerCount: 14 @@ -647,6 +649,7 @@ PlayerSettings: XboxOnePersistentLocalStorageSize: 0 XboxOneXTitleMemory: 8 XboxOneOverrideIdentityName: + XboxOneOverrideIdentityPublisher: vrEditorSettings: daydream: daydreamIconForeground: {fileID: 0} diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 798259b..1c8f32f 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.3.0f6 -m_EditorVersionWithRevision: 2019.3.0f6 (27ab2135bccf) +m_EditorVersion: 2019.3.10f1 +m_EditorVersionWithRevision: 2019.3.10f1 (5968d7f82152) diff --git a/README.md b/README.md index dcf3a41..12170f0 100644 --- a/README.md +++ b/README.md @@ -1,13 +1,25 @@ # VR Assembly -Created to assist a Mechanical Engineer during his MSc Mechanical Engineering degree. +Created with a Mechanical Engineer during his MSc Mechanical Engineering dissertation. This VR project was created to compare the time taken within a VR Assembly program with the time it takes in real life for his dissertation. -The project uses the Unity Steam VR Plugin to provide basic interactions and VR functionality, this is then enhanced with some custom script to provide a guided and intuitive assembly procedure. +The project uses the Unity Steam VR Plugin to provide basic interactions and VR functionality, this is then enhanced with some custom logic to provide a guided and intuitive assembly procedure. ## Video Preview [![VR Assembly Video](Screenshot.jpg)](https://youtu.be/thDCN2UlKw8 "VR Assembly Video") Click to watch on Youtube -## Dependencies - * Bakery Lightmapper \ No newline at end of file +## Requirments +This application requires a SteamVR 2.0 compatible VR Device, such as the HTC Vive, Valve Index, Occulus Rift. + +The only device this has been tested on for performance (achieving stable 120fps) had the following specs: + * Windows 10 Pro (x64) + * NVIDIA GeForce RTX 2070 SUPER + * Intel Core i5-7600k CPU @ 3.8GHz + * 16GB DDR4 @ 2100Mhz + +## Dependencies and Assets + * [Bakery Lightmapper](https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218) + * [Garage Workshop](https://assetstore.unity.com/packages/3d/environments/urban/garage-workshop-104604?fbclid=IwAR2tinslIqGJ-2TQhPuAivUupcU9d3cAXYlDAWscN9gOLopn-L9ikeArwPY) + * [Stalin Statue](https://assetstore.unity.com/packages/3d/props/exterior/stalin-statue-78188?fbclid=IwAR0-I1zMF4OPffTp5Oxu4tv5j8PxVvyvgtTBDDXsOykRRcFwPLAG1-kxhJQ) + * [Monitor](https://assetstore.unity.com/packages/3d/props/electronics/monitor-96559?fbclid=IwAR1E2Tz2N3tyDTKVvySBTE3wC8tU8dYS1c24zZKVLHPcXM5h_pbTviRcBTU) \ No newline at end of file