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using System.Collections;
using System.Collections.Generic;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.Hands
{
/// <summary>
/// Provides the ability to reset specified objects if they fall below a certain position - designated by this transform's height.
/// </summary>
public class ObjectResetPlane : MonoBehaviour
{
[SerializeField]
[Tooltip("Which objects to reset if falling out of range.")]
List<Transform> m_ObjectsToReset = new List<Transform>();
[SerializeField]
[Tooltip("How often to check if objects should be reset.")]
float m_CheckDuration = 2f;
[SerializeField]
[Tooltip("The object root used to compute local positions relative to. Objects will respawn relative to their position in this transform's hierarchy.")]
Transform m_ObjectRoot = null;
readonly List<Pose> m_OriginalPositions = new List<Pose>();
float m_CheckTimer;
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Start()
{
foreach (var currentTransform in m_ObjectsToReset)
{
if (currentTransform != null)
{
var position = currentTransform.position;
if (m_ObjectRoot != null)
position = m_ObjectRoot.InverseTransformPoint(currentTransform.position);
m_OriginalPositions.Add(new Pose(position, currentTransform.rotation));
}
else
{
Debug.LogWarning("Objects To Reset contained a null element. Update the reference or delete the array element of the missing object.", this);
m_OriginalPositions.Add(new Pose());
}
}
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
protected void Update()
{
m_CheckTimer -= Time.deltaTime;
if (m_CheckTimer > 0)
return;
m_CheckTimer = m_CheckDuration;
var resetPlane = transform.position.y;
for (var transformIndex = 0; transformIndex < m_ObjectsToReset.Count; transformIndex++)
{
var currentTransform = m_ObjectsToReset[transformIndex];
if (currentTransform == null)
continue;
if (currentTransform.position.y < resetPlane)
{
var originalWorldPosition = m_OriginalPositions[transformIndex].position;
if (m_ObjectRoot != null)
originalWorldPosition = m_ObjectRoot.TransformPoint(originalWorldPosition);
currentTransform.SetPositionAndRotation(originalWorldPosition, m_OriginalPositions[transformIndex].rotation);
var rigidBody = currentTransform.GetComponentInChildren<Rigidbody>();
if (rigidBody != null)
{
StartCoroutine(ResetRigidbodyRoutine(rigidBody));
}
}
}
}
IEnumerator ResetRigidbodyRoutine(Rigidbody body)
{
body.isKinematic = true;
yield return new WaitForFixedUpdate();
body.isKinematic = false;
}
}
}
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