mirror of
https://github.com/RaindropViewer/RaindropViewer.git
synced 2026-07-27 22:11:39 +00:00
able to login and see prims. testing it on mobile now.
This commit is contained in:
@@ -32,6 +32,7 @@ using System;
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using System.Timers;
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using OpenMetaverse;
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using Debug = UnityEngine.Debug;
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using Vector2 = UnityEngine.Vector2;
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namespace Raindrop
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{
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@@ -49,31 +50,15 @@ namespace Raindrop
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private bool turningLeft = false;
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private bool turningRight = false;
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private bool movingForward = false; // ^
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private bool movingBackward = false; // v
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private bool movingLeftward = false; // <
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private bool movingRightward = false; // >
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private bool modified = false;
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private bool isMoving => movingForward | movingBackward | movingLeftward | movingRightward;
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public bool TurningLeft
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{
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get
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{
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return turningLeft;
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}
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set
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{
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//modified = true;
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get => turningLeft;
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set {
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turningLeft = value;
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if (value)
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{
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if (value) {
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timer_Elapsed(null, null);
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timer.Enabled = true;
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}
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else
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{
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} else {
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timer.Enabled = false;
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client.Self.Movement.TurnLeft = false;
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client.Self.Movement.SendUpdate(true);
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@@ -83,23 +68,14 @@ namespace Raindrop
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public bool TurningRight
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{
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get
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{
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return turningRight;
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}
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get => turningRight;
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set
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{
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//modified = true;
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turningRight = value;
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if (value)
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{
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//start movement immediate, set up the timer for more updates soon.
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if (value) {
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timer_Elapsed(null, null);
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timer.Enabled = true;
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}
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else
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{
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//stop movmeent immiate, stop timer updates.
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} else {
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timer.Enabled = false;
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client.Self.Movement.TurnRight = false;
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client.Self.Movement.SendUpdate(true);
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@@ -123,29 +99,19 @@ namespace Raindrop
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timer = null;
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}
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//handle the turning that causes new rotation per second.
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void timer_Elapsed(object sender, ElapsedEventArgs e)
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{
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Debug.Log("movement timer ");
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OpenMetaverse.Logger.DebugLog("movement timer ");
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float delta = (float)timer.Interval / 1000f;
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if (turningLeft)
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{
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if (turningLeft) {
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client.Self.Movement.TurnLeft = true;
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client.Self.Movement.BodyRotation = client.Self.Movement.BodyRotation * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, delta);
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client.Self.Movement.SendUpdate(true);
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}
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else if (turningRight)
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{
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} else if (turningRight) {
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client.Self.Movement.TurnRight = true;
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client.Self.Movement.BodyRotation = client.Self.Movement.BodyRotation * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, -delta);
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client.Self.Movement.SendUpdate(true);
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}
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//update every periodic interval if i am still moving.
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if (isMoving)
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{
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client.Self.Movement.SendUpdate(true);
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}
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}
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//tell the movement machine that we are moving forward.
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@@ -160,15 +126,6 @@ namespace Raindrop
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client.Self.Movement.AtNeg = true;
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}
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public void stopMovementAndSendUpdate()
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{
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client.Self.Movement.AtPos = false;
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client.Self.Movement.AtNeg = false;
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client.Self.Movement.LeftPos = false;
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client.Self.Movement.LeftNeg = false;
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client.Self.Movement.SendUpdate(false);
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}
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public void setRightward()
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{
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client.Self.Movement.LeftPos = false;
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@@ -182,14 +139,61 @@ namespace Raindrop
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public void setTurningLeft()
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{
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client.Self.Movement.TurnLeft = true;
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client.Self.Movement.TurnRight = false;
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TurningLeft = true;
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}
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public void setTurningRight()
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{
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client.Self.Movement.TurnLeft = false;
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client.Self.Movement.TurnRight = true;
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TurningRight = true;
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}
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// stop moving.
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public void zero2DInput()
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{
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client.Self.Movement.AtPos = false;
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client.Self.Movement.AtNeg = false;
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client.Self.Movement.LeftPos = false;
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client.Self.Movement.LeftNeg = false;
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client.Self.Movement.SendUpdate(true);
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}
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public void set2DInput(Vector2 arg0)
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{
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//note: is impossible to be no movement due to that is being handled by zero2DInput.
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uint prev = client.Self.Movement.AgentControls;
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bool isUp = arg0.y > 0;
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bool isDown = arg0.y < 0;
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bool isNoVert = !isUp && !isDown;
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bool isRight = arg0.x > 0;
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bool isLeft = arg0.x < 0;
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bool isNoHorz = !isLeft && !isRight;
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if (isUp)
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{
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setForward();
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}
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if (isDown)
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{
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setBackward();
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}
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if (isRight)
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{
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setRightward();
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}
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if (isLeft)
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{
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setLeftward();
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}
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var present = client.Self.Movement.AgentControls;
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if (prev != present)
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{
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client.Self.Movement.SendUpdate(true);
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}
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}
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}
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}
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@@ -538,9 +538,9 @@ namespace Raindrop
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void netcom_ClientConnected(object sender, EventArgs e)
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{
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if (!instance.GlobalSettings.ContainsKey("draw_distance"))
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if (true /*!instance.GlobalSettings.ContainsKey("draw_distance")*/) //todo
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{
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instance.GlobalSettings["draw_distance"] = 48;
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instance.GlobalSettings["draw_distance"] = 20;
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}
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client.Self.Movement.Camera.Far = instance.GlobalSettings["draw_distance"];
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@@ -395,10 +395,16 @@ namespace Raindrop.Rendering
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return new UnityEngine.Vector3((float)v.X, (float)v.Z, (float)v.Y);
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}
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//is this correct???
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public static UnityEngine.Vector4 TKVector4(Vector4 v)
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{
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return new UnityEngine.Vector4(v.X, v.Y, v.Z, v.W);
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return new UnityEngine.Vector4(v.X, v.Y, v.X, v.W);
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}
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//is this correct???
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public static UnityEngine.Quaternion TKQuaternion4(Quaternion v)
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{
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return new UnityEngine.Quaternion(v.X, v.Z, v.Y, v.W);
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}
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public static Vector2 OMVVector2(UnityEngine.Vector2 v)
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@@ -28,7 +28,7 @@ namespace Raindrop.Presenters
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//right pane: the contents of the selected chat in the left pane.+
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// input bar of the text to send to said chat.
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private RaindropInstance instance;
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private RaindropInstance instance => ServiceLocator.ServiceLocator.Instance.Get<RaindropInstance>();
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private RaindropNetcom netcom { get { return instance.Netcom; } }
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private GridClient client => instance.Client;
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@@ -38,36 +38,8 @@ public class joystickToMovementBackend : MonoBehaviour
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private void OnJoySet(Vector2 arg0)
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{
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setWASDMovements(arg0);
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}
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private void setWASDMovements(Vector2 arg0)
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{
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float vert = arg0.y;
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float horz = arg0.x;
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if (vert > joyThresh)
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{
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instance.Movement.setForward();
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}
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if (vert < -joyThresh)
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{
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instance.Movement.setBackward();
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}
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if (horz > joyThresh)
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{
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instance.Movement.setRightward();
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}
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if (horz < -joyThresh)
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{
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instance.Movement.setLeftward();
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}
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}
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instance.Movement.set2DInput(arg0);
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}
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// no more sideways movment.
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private void OnJoyUp()
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@@ -76,19 +48,6 @@ public class joystickToMovementBackend : MonoBehaviour
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{
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return;
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}
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setWASDMovementsZero();
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}
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private void setWASDMovementsZero()
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{
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instance.Movement.stopMovementAndSendUpdate();
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}
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// Update is called once per frame
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void Update()
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{
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instance.Movement.zero2DInput();
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}
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}
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@@ -112,13 +112,13 @@ public class ModalManager : MonoBehaviour
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}
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else
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{
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Debug.Log("unable to get the modalPresenter object!");
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Debug.LogWarning("unable to get the modalPresenter object!");
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}
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} else
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{
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UnityMainThreadDispatcher.Instance().Enqueue(() => {
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Debug.Log(" dispatching of showing modal");
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// Debug.Log(" dispatching of showing modal");
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setVisibleGenericModal(title, content, visibility);
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});
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}
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@@ -141,14 +141,14 @@ public class ModalManager : MonoBehaviour
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}
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else
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{
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Debug.Log("unable to get the modalPresenter object!");
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Debug.LogWarning("unable to get the modalPresenter object!");
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}
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}
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else
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{
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UnityMainThreadDispatcher.Instance().Enqueue(() => {
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Debug.Log(" dispatching of showing modal");
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//Debug.Log(" dispatching of showing modal");
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setVisibleLoggingInModal(content);
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});
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}
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@@ -40,28 +40,16 @@ namespace Raindrop.Presenters
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public Button ChatButton;
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public Button MapButton;
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//currently unused
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public Toggle SoundToggle;
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//ui elements that just dock to the screen.
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public TMP_Text locationText;
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public TMP_Text usernameText;
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//HUD display.
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public TMP_Text locationText; // sim + x y z of the user.
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public TMP_Text usernameText; // user's name.
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//public MinimapModule minimap;
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//public ReactiveProperty<string> simName;
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public UnityEngine.Vector2 jsDir;
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private float timeSinceLastUpdate;
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#endregion
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//camera data
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//public Vector3 cameraloc { get { return instance.cameraLoc; } }
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private float timeSinceLastUpdate;
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private System.Threading.Timer configTimer;
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private const int saveConfigTimeout = 1000;
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#region behavior
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@@ -69,7 +57,6 @@ namespace Raindrop.Presenters
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// Use this for initialization
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void Start()
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{
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initialiseFields();
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configTimer = new System.Threading.Timer(SaveConfig, null, System.Threading.Timeout.Infinite, System.Threading.Timeout.Infinite);
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@@ -82,19 +69,15 @@ namespace Raindrop.Presenters
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//get uimanager service
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uimanager = ServiceLocator.ServiceLocator.Instance.Get<UIService>();
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client.Network.SimConnected += Network_SimConnected;
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//client.Network.SimChanged += Network_SimChanged;
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//client.Network.SimConnected += Network_SimConnected;
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//client.Self.SimPosition
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//set usename
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usernameText.text = client.Self.Name;
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}
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//its too late bro, the UI is started only after connected to sim has occured.
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@@ -102,9 +85,7 @@ namespace Raindrop.Presenters
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{
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//update the user'sname
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usernameText.text = client.Self.Name;
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Debug.Log("Network_SimConnected is raised! wow. not expected. as sim connection should have occured far before this event is registered.");
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}
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private void SaveConfig(object state)
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@@ -125,7 +106,7 @@ namespace Raindrop.Presenters
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private void OnToggleSounds(bool _)
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{
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OpenMetaverse.Logger.DebugLog("sound toggle is on? : " + _);
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instance.MediaManager.ObjectEnable = _;
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//instance.MediaManager.ObjectEnable = _;
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configTimer.Change(saveConfigTimeout, System.Threading.Timeout.Infinite);
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}
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@@ -195,10 +176,5 @@ namespace Raindrop.Presenters
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|
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#endregion
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|
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|
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|
||||
|
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|
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}
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}
|
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+56
-35
@@ -7,14 +7,15 @@ using System.Threading;
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using UniRx.Triggers;
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using UE = UnityEngine ;
|
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using UnityEngine ;
|
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using Vector3 = OpenMetaverse.Vector3;
|
||||
|
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namespace Raindrop.Presenters
|
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{
|
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//presents agents in the sim as boxes
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public class AgentPresenterAndPool : MonoBehaviour
|
||||
public class AgentPresenter : MonoBehaviour
|
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{
|
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public GameObject AgentPrefab;
|
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public GameObject MainAgent;
|
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//public GameObject MainAgent;
|
||||
|
||||
private object avatarsDictLock = new object();
|
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private Dictionary<UUID, UnityEngine.GameObject> avatarsDict
|
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@@ -24,14 +25,50 @@ namespace Raindrop.Presenters
|
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//private RaindropNetcom netcom { get { return instance.Netcom; } }
|
||||
bool Active => instance.Client.Network.Connected;
|
||||
|
||||
|
||||
void Start()
|
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{
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mainThread = System.Threading.Thread.CurrentThread;
|
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instance.Client.Objects.AvatarUpdate += new EventHandler<AvatarUpdateEventArgs>(Objects_AvatarUpdate);
|
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//this seems to happen on new avatars.
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instance.Client.Objects.AvatarUpdate += Objects_AvatarUpdate;
|
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//this seems to happen on avatar movements.
|
||||
instance.Client.Objects.TerseObjectUpdate += ObjectsOnTerseObjectUpdate;
|
||||
}
|
||||
|
||||
|
||||
private void ObjectsOnTerseObjectUpdate(object sender, TerseObjectUpdateEventArgs e)
|
||||
{
|
||||
if (e.Simulator != instance.Client.Network.CurrentSim)
|
||||
return;
|
||||
|
||||
if (isOnMainThread())
|
||||
{
|
||||
updateAvatarPosition(e);
|
||||
} else
|
||||
{
|
||||
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() => {
|
||||
updateAvatarPosition(e);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void updateAvatarPosition(TerseObjectUpdateEventArgs e)
|
||||
{
|
||||
lock (avatarsDictLock)
|
||||
{
|
||||
GameObject agent;
|
||||
avatarsDict.TryGetValue(e.Prim.ID, out agent);
|
||||
if (agent != null)
|
||||
{
|
||||
Debug.Log("agent " + e.Prim.ID.ToString() + "has moved");
|
||||
UE.Vector3 pos = RHelp.TKVector3(e.Prim.Position);
|
||||
agent.transform.position = pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private bool isOnMainThread()
|
||||
{
|
||||
return mainThread.Equals(System.Threading.Thread.CurrentThread);
|
||||
@@ -61,14 +98,7 @@ namespace Raindrop.Presenters
|
||||
//the routine that updates the position of the avatar or creates newly seen avatar
|
||||
private void updateAvatar(AvatarUpdateEventArgs e)
|
||||
{
|
||||
//as avatar tracking is enabled -> thus all of this event is a new avatar that we never seen before
|
||||
|
||||
if (e.Avatar.Name == instance.Client.Self.Name)
|
||||
{
|
||||
UE.Vector3 pos = RHelp.TKVector3(e.Avatar.Position);
|
||||
MainAgent.transform.position = pos;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
lock (avatarsDictLock)
|
||||
{
|
||||
@@ -81,6 +111,11 @@ namespace Raindrop.Presenters
|
||||
aviGO = CreateAgentGameObject(e.Avatar.Name);
|
||||
|
||||
avatarsDict[e.Avatar.ID] = aviGO;
|
||||
if (e.Avatar.Name == instance.Client.Self.Name)
|
||||
{
|
||||
cameraTrackAgent(aviGO);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -90,25 +125,16 @@ namespace Raindrop.Presenters
|
||||
UE.Vector3 pos = RHelp.TKVector3(e.Avatar.Position);
|
||||
aviGO.transform.position = pos;
|
||||
|
||||
//
|
||||
// if (avatarsGO.ContainsKey(e.))
|
||||
// {
|
||||
// //update existing avatar
|
||||
// GameObject theavi = avatarsGO[e.Avatar.LocalID];
|
||||
// theavi.transform.position = RHelp.TKVector3(e.Avatar.Position);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// //make new avatar out of this information and add to dict.
|
||||
// var newavi = new GameObject();
|
||||
// newavi.transform.position = RHelp.TKVector3(e.Avatar.Position);
|
||||
// avatarsGO.Add(e.Avatar.LocalID, newavi);
|
||||
//
|
||||
//
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
//give the object for the main camera to track.
|
||||
private void cameraTrackAgent(GameObject aviGo)
|
||||
{
|
||||
var _ = UE.Camera.main.gameObject.GetComponent<simpleFollow>();
|
||||
_.target = aviGo.transform;
|
||||
}
|
||||
|
||||
|
||||
//make the agent:
|
||||
// mesh
|
||||
@@ -116,17 +142,12 @@ namespace Raindrop.Presenters
|
||||
// and more ???
|
||||
private GameObject CreateAgentGameObject(string aviname)
|
||||
{
|
||||
GameObject avi = Instantiate(AgentPrefab);
|
||||
|
||||
GameObject avi = Instantiate(AgentPrefab, this.transform);
|
||||
|
||||
var nametag = avi.GetComponent<nameTagPresenter>();
|
||||
nametag.setName(aviname);
|
||||
|
||||
return avi;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,147 @@
|
||||
using OpenMetaverse;
|
||||
using Raindrop.Rendering;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using UniRx.Triggers;
|
||||
using UE = UnityEngine ;
|
||||
using UnityEngine ;
|
||||
using Vector3 = OpenMetaverse.Vector3;
|
||||
|
||||
namespace Raindrop.Presenters
|
||||
{
|
||||
//presents objects in the sim as boxes
|
||||
public class ObjectPresenter : MonoBehaviour
|
||||
{
|
||||
public Thread mainThread;
|
||||
public GameObject ObjectPrefab;
|
||||
|
||||
private object objectsLock = new object();
|
||||
private Dictionary<UUID, UnityEngine.GameObject> objects
|
||||
= new Dictionary<UUID, GameObject>(); //user UUID -> user gameobject
|
||||
|
||||
private RaindropInstance instance { get { return ServiceLocator.ServiceLocator.Instance.Get<RaindropInstance>(); } }
|
||||
//private RaindropNetcom netcom { get { return instance.Netcom; } }
|
||||
bool Active => instance.Client.Network.Connected;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
mainThread = System.Threading.Thread.CurrentThread;
|
||||
instance.Client.Objects.ObjectUpdate += ObjectsOnObjectUpdate;
|
||||
instance.Client.Objects.TerseObjectUpdate += ObjectsOnTerseObjectUpdate;
|
||||
}
|
||||
|
||||
private void ObjectsOnTerseObjectUpdate(object sender, TerseObjectUpdateEventArgs e)
|
||||
{
|
||||
GameObject res;
|
||||
objects.TryGetValue(e.Prim.ID, out res);
|
||||
if (res != null)
|
||||
{
|
||||
Debug.Log("object " + e.Prim.ID.ToString() + "has moved");
|
||||
Debug.LogWarning("object move to be implemented");
|
||||
}
|
||||
}
|
||||
|
||||
private void ObjectsOnObjectUpdate(object sender, PrimEventArgs e)
|
||||
{
|
||||
if (e.Simulator != instance.Client.Network.CurrentSim)
|
||||
return;
|
||||
if (e.IsAttachment)
|
||||
return;
|
||||
|
||||
if (isOnMainThread())
|
||||
{
|
||||
updatePrim(e);
|
||||
} else
|
||||
{
|
||||
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() => {
|
||||
// Debug.Log(" dispatching of update-obj to main thread"); //wow mega spam!
|
||||
updatePrim(e);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
private bool isOnMainThread()
|
||||
{
|
||||
return mainThread.Equals(System.Threading.Thread.CurrentThread);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//the routine that updates the position of the avatar or creates newly seen avatar
|
||||
private void updatePrim(PrimEventArgs e)
|
||||
{
|
||||
lock (objectsLock)
|
||||
{
|
||||
GameObject primGO = null;
|
||||
objects.TryGetValue(e.Prim.ID, out primGO);
|
||||
|
||||
if (primGO == null)
|
||||
{
|
||||
// Debug.Log("newly seen obj. rezzing " + e.Prim.ID);
|
||||
if (e.Prim.Text != "" || e.Prim.Text != null )
|
||||
{
|
||||
// Debug.Log("prim has no props. " + e.Prim.ID); //this is for most prims.
|
||||
}
|
||||
else if (e.Prim.Properties.Name == null)
|
||||
{
|
||||
Debug.Log("prim has property, but no name . " + e.Prim.ID); //i have never seen this before.
|
||||
}
|
||||
primGO = CreatePrimGameObject(e.Prim);
|
||||
objects[e.Prim.ID] = primGO;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("updating obj position. " + e.Prim.ID);
|
||||
}
|
||||
|
||||
SetPrimTransforms(e, primGO);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private static void SetPrimTransforms(PrimEventArgs e, GameObject primGO)
|
||||
{
|
||||
UE.Vector3 pos = RHelp.TKVector3(e.Prim.Position);
|
||||
primGO.transform.position = pos;
|
||||
|
||||
UE.Quaternion rot = RHelp.TKQuaternion4(e.Prim.Rotation);
|
||||
primGO.transform.rotation = rot;
|
||||
}
|
||||
|
||||
//make the agent:
|
||||
// mesh
|
||||
// nametag
|
||||
// scaling
|
||||
// and more ???
|
||||
private GameObject CreatePrimGameObject(Primitive ePrim)
|
||||
{
|
||||
string objname;
|
||||
if (ePrim.Properties == null)
|
||||
{
|
||||
objname = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
objname = ePrim.Properties.Name;
|
||||
}
|
||||
|
||||
UE.Vector3 objScale = RHelp.TKVector3(ePrim.Scale);
|
||||
UUID uuid = ePrim.ID;
|
||||
|
||||
GameObject avi = Instantiate(ObjectPrefab, this.transform);
|
||||
avi.transform.localScale = objScale;
|
||||
|
||||
var nametag = avi.GetComponent<nameTagPresenter>();
|
||||
nametag.setName(objname);
|
||||
avi.name = uuid.ToString();
|
||||
|
||||
return avi;
|
||||
}
|
||||
}
|
||||
}
|
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: fa47482bed1a47e29216fc5416bb73ba
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timeCreated: 1641224856
|
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@@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class simpleFollow : MonoBehaviour
|
||||
{
|
||||
public Transform target;
|
||||
|
||||
public float smoothTime = 0.3F;
|
||||
private Vector3 velocity = Vector3.zero;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (!target)
|
||||
{
|
||||
Debug.LogWarning("simple camera follow has no target");
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Define a target position above and behind the target transform
|
||||
Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10));
|
||||
|
||||
// Smoothly move the camera towards that target position
|
||||
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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+105
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--- !u!1 &94005489
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GameObject:
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@@ -2882,7 +2882,7 @@ Transform:
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--- !u!1 &558395079
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GameObject:
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Reference in New Issue
Block a user