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updated reticle, added scaling to reticle to maintain size at a distance

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Dan 5 年前
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293b76e3
共有 10 个文件被更改,包括 392 次插入28 次删除
  1. 143
      Assets/Common/Prefabs/Reticle.prefab
  2. 31
      Assets/Common/Scripts/PlacementReticle.cs
  3. 6
      Assets/Meshing/Scenes/Meshing.unity
  4. 2
      ProjectSettings/ProjectSettings.asset
  5. 77
      Assets/Common/Materials/ReticleMat.mat
  6. 8
      Assets/Common/Materials/ReticleMat.mat.meta
  7. 8
      Assets/Common/Meshes.meta
  8. 48
      Assets/Common/Meshes/Reticle.fbx
  9. 97
      Assets/Common/Meshes/Reticle.fbx.meta

143
Assets/Common/Prefabs/Reticle.prefab


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31
Assets/Common/Scripts/PlacementReticle.cs


set => m_ReticlePrefab = value;
}
[SerializeField]
bool m_DistanceScale;
public bool distanceScale
{
get => m_DistanceScale;
set => m_DistanceScale = value;
}
[SerializeField]
Transform m_CameraTransform;
public Transform cameraTransform
{
get => m_CameraTransform;
set => m_CameraTransform = value;
}
float m_CurrentDistance;
float m_CurrentNormalizedDistance;
const float k_MinScaleDistance = 0.0f;
const float k_MaxScaleDistance = 1.0f;
void Start()
{
m_CenterScreen = CenterScreenHelper.Instance;

Pose hitPose = s_Hits[0].pose;
m_SpawnedReticle.transform.SetPositionAndRotation(hitPose.position, hitPose.rotation);
m_SpawnedReticle.SetActive(true);
}
if (m_DistanceScale)
{
m_CurrentDistance = Vector3.Distance(m_SpawnedReticle.transform.position, m_CameraTransform.position);
m_CurrentNormalizedDistance = ((Mathf.Abs(m_CurrentDistance - k_MinScaleDistance)) / (k_MaxScaleDistance - k_MinScaleDistance))+1;
m_SpawnedReticle.transform.localScale = new Vector3(m_CurrentNormalizedDistance, m_CurrentNormalizedDistance, m_CurrentNormalizedDistance);
}
}

6
Assets/Meshing/Scenes/Meshing.unity


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2
ProjectSettings/ProjectSettings.asset


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77
Assets/Common/Materials/ReticleMat.mat


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