Files
VRProject/Assets/Scripts/VRInputPoseDetector.cs
2026-05-26 13:45:53 +09:00

59 lines
2.2 KiB
C#

using UnityEngine;
public class VRInputPoseDetector : MonoBehaviour
{
[SerializeField] private Transform headTransform;
[SerializeField] private Transform rightHandTransform;
[SerializeField] private Transform leftHandTransform;
[SerializeField] private float minForwardDistance = 0.15f;
[SerializeField] private float maxForwardDistance = 0.5f;
[SerializeField] private float minHeightOffset = -0.35f;
[SerializeField] private float maxHeightOffset = -0.1f;
[SerializeField] private float requiredPoseTime = -0.3f;
private float poseTimer = 0f;
private bool isPoseMainTained = false;
public bool IsPosing => isPoseMainTained;
void Update()
{
if(headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
//両手の世界座標を頭を中心としたローカル座標に変換
Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
Vector3 localLeftHand = headTransform.InverseTransformPoint(leftHandTransform.position);
//両手が構え範囲に入っているかチェック
bool isRightHandGuarding = CheckHandPosition(localRightHand);
bool isLeftHandGuarding = CheckHandPosition(localLeftHand);
//両手が構え範囲にある場合のタイマー処理
if(isRightHandGuarding && isLeftHandGuarding)
{
poseTimer += Time.deltaTime;
if(poseTimer >= requiredPoseTime && !isPoseMainTained)
{
isPoseMainTained = true;
Debug.Log("kamaeseikou");
}
}
else
{
poseTimer = 0f;
if(isPoseMainTained)
{
isPoseMainTained = false;
Debug.Log("kamaesippai");
}
}
}
//
private bool CheckHandPosition(Vector3 localHandPos)
{
bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; //Z軸:頭より前に手があるか
bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; //Y軸:手の高さが適切か
return inForwardRange && inHeightRange;
}
}