Initial checkin
Initial checkin of Quest App Launcher
This commit is contained in:
@@ -0,0 +1,204 @@
|
||||
/************************************************************************************
|
||||
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use
|
||||
the Utilities SDK except in compliance with the License, which is provided at the time of installation
|
||||
or download, or which otherwise accompanies this software in either electronic or hard copy form.
|
||||
|
||||
You may obtain a copy of the License at
|
||||
https://developer.oculus.com/licenses/utilities-1.31
|
||||
|
||||
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
|
||||
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
|
||||
ANY KIND, either express or implied. See the License for the specific language governing
|
||||
permissions and limitations under the License.
|
||||
************************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections; // required for Coroutines
|
||||
|
||||
/// <summary>
|
||||
/// Fades the screen from black after a new scene is loaded. Fade can also be controlled mid-scene using SetUIFade and SetFadeLevel
|
||||
/// </summary>
|
||||
public class OVRScreenFade : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Fade duration")]
|
||||
public float fadeTime = 2.0f;
|
||||
|
||||
[Tooltip("Screen color at maximum fade")]
|
||||
public Color fadeColor = new Color(0.01f, 0.01f, 0.01f, 1.0f);
|
||||
|
||||
public bool fadeOnStart = true;
|
||||
|
||||
/// <summary>
|
||||
/// The render queue used by the fade mesh. Reduce this if you need to render on top of it.
|
||||
/// </summary>
|
||||
public int renderQueue = 5000;
|
||||
|
||||
private float uiFadeAlpha = 0;
|
||||
|
||||
private MeshRenderer fadeRenderer;
|
||||
private MeshFilter fadeMesh;
|
||||
private Material fadeMaterial = null;
|
||||
private bool isFading = false;
|
||||
|
||||
public float currentAlpha { get; private set; }
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// create the fade material
|
||||
fadeMaterial = new Material(Shader.Find("Oculus/Unlit Transparent Color"));
|
||||
fadeMesh = gameObject.AddComponent<MeshFilter>();
|
||||
fadeRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
|
||||
var mesh = new Mesh();
|
||||
fadeMesh.mesh = mesh;
|
||||
|
||||
Vector3[] vertices = new Vector3[4];
|
||||
|
||||
float width = 2f;
|
||||
float height = 2f;
|
||||
float depth = 1f;
|
||||
|
||||
vertices[0] = new Vector3(-width, -height, depth);
|
||||
vertices[1] = new Vector3(width, -height, depth);
|
||||
vertices[2] = new Vector3(-width, height, depth);
|
||||
vertices[3] = new Vector3(width, height, depth);
|
||||
|
||||
mesh.vertices = vertices;
|
||||
|
||||
int[] tri = new int[6];
|
||||
|
||||
tri[0] = 0;
|
||||
tri[1] = 2;
|
||||
tri[2] = 1;
|
||||
|
||||
tri[3] = 2;
|
||||
tri[4] = 3;
|
||||
tri[5] = 1;
|
||||
|
||||
mesh.triangles = tri;
|
||||
|
||||
Vector3[] normals = new Vector3[4];
|
||||
|
||||
normals[0] = -Vector3.forward;
|
||||
normals[1] = -Vector3.forward;
|
||||
normals[2] = -Vector3.forward;
|
||||
normals[3] = -Vector3.forward;
|
||||
|
||||
mesh.normals = normals;
|
||||
|
||||
Vector2[] uv = new Vector2[4];
|
||||
|
||||
uv[0] = new Vector2(0, 0);
|
||||
uv[1] = new Vector2(1, 0);
|
||||
uv[2] = new Vector2(0, 1);
|
||||
uv[3] = new Vector2(1, 1);
|
||||
|
||||
mesh.uv = uv;
|
||||
|
||||
SetFadeLevel(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start a fade out
|
||||
/// </summary>
|
||||
public void FadeOut()
|
||||
{
|
||||
StartCoroutine(Fade(0,1));
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Starts a fade in when a new level is loaded
|
||||
/// </summary>
|
||||
void OnLevelFinishedLoading(int level)
|
||||
{
|
||||
StartCoroutine(Fade(1,0));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automatically starts a fade in
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
if (fadeOnStart)
|
||||
{
|
||||
StartCoroutine(Fade(1,0));
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (!fadeOnStart)
|
||||
{
|
||||
SetFadeLevel(0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up the fade material
|
||||
/// </summary>
|
||||
void OnDestroy()
|
||||
{
|
||||
if (fadeRenderer != null)
|
||||
Destroy(fadeRenderer);
|
||||
|
||||
if (fadeMaterial != null)
|
||||
Destroy(fadeMaterial);
|
||||
|
||||
if (fadeMesh != null)
|
||||
Destroy(fadeMesh);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the UI fade level - fade due to UI in foreground
|
||||
/// </summary>
|
||||
public void SetUIFade(float level)
|
||||
{
|
||||
uiFadeAlpha = Mathf.Clamp01(level);
|
||||
SetMaterialAlpha();
|
||||
}
|
||||
/// <summary>
|
||||
/// Override current fade level
|
||||
/// </summary>
|
||||
/// <param name="level"></param>
|
||||
public void SetFadeLevel(float level)
|
||||
{
|
||||
currentAlpha = level;
|
||||
SetMaterialAlpha();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fades alpha from 1.0 to 0.0
|
||||
/// </summary>
|
||||
IEnumerator Fade(float startAlpha, float endAlpha)
|
||||
{
|
||||
float elapsedTime = 0.0f;
|
||||
while (elapsedTime < fadeTime)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
currentAlpha = Mathf.Lerp(startAlpha, endAlpha, Mathf.Clamp01(elapsedTime / fadeTime));
|
||||
SetMaterialAlpha();
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update material alpha. UI fade and the current fade due to fade in/out animations (or explicit control)
|
||||
/// both affect the fade. (The max is taken)
|
||||
/// </summary>
|
||||
private void SetMaterialAlpha()
|
||||
{
|
||||
Color color = fadeColor;
|
||||
color.a = Mathf.Max(currentAlpha, uiFadeAlpha);
|
||||
isFading = color.a > 0;
|
||||
if (fadeMaterial != null)
|
||||
{
|
||||
fadeMaterial.color = color;
|
||||
fadeMaterial.renderQueue = renderQueue;
|
||||
fadeRenderer.material = fadeMaterial;
|
||||
fadeRenderer.enabled = isFading;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user