using UnityEngine; namespace ABI.CCK.Components { public class CVRHapticAreaChest : MonoBehaviour { public Vector3 chestAreaSize = new Vector3(0.05f, 0.05f, 0.05f); [HideInInspector] public Vector3[] HapticPoints40 = new [] { new Vector3(-0.75f, 0.8f, 1f), new Vector3(-0.25f, 0.8f, 1f), new Vector3(0.25f, 0.8f, 1f), new Vector3(0.75f, 0.8f, 1f), new Vector3(-0.75f, 0.4f, 1f), new Vector3(-0.25f, 0.4f, 1f), new Vector3(0.25f, 0.4f, 1f), new Vector3(0.75f, 0.4f, 1f), new Vector3(-0.75f, 0f, 1f), new Vector3(-0.25f, 0f, 1f), new Vector3(0.25f, 0f, 1f), new Vector3(0.75f, 0f, 1f), new Vector3(-0.75f, -0.4f, 1f), new Vector3(-0.25f, -0.4f, 1f), new Vector3(0.25f, -0.4f, 1f), new Vector3(0.75f, -0.4f, 1f), new Vector3(-0.75f, -0.8f, 1f), new Vector3(-0.25f, -0.8f, 1f), new Vector3(0.25f, -0.8f, 1f), new Vector3(0.75f, -0.8f, 1f), new Vector3(-0.75f, 0.8f, -1f), new Vector3(-0.25f, 0.8f, -1f), new Vector3(0.25f, 0.8f, -1f), new Vector3(0.75f, 0.8f, -1f), new Vector3(-0.75f, 0.4f, -1f), new Vector3(-0.25f, 0.4f, -1f), new Vector3(0.25f, 0.4f, -1f), new Vector3(0.75f, 0.4f, -1f), new Vector3(-0.75f, 0f, -1f), new Vector3(-0.25f, 0f, -1f), new Vector3(0.25f, 0f, -1f), new Vector3(0.75f, 0f, -1f), new Vector3(-0.75f, -0.4f, -1f), new Vector3(-0.25f, -0.4f, -1f), new Vector3(0.25f, -0.4f, -1f), new Vector3(0.75f, -0.4f, -1f), new Vector3(-0.75f, -0.8f, -1f), new Vector3(-0.25f, -0.8f, -1f), new Vector3(0.25f, -0.8f, -1f), new Vector3(0.75f, -0.8f, -1f), }; [HideInInspector] public int selectedPoint = -1; private void OnDrawGizmosSelected() { if (isActiveAndEnabled) { Gizmos.color = Color.yellow; Matrix4x4 rotationMatrix = Matrix4x4.TRS(transform.position, transform.rotation, transform.lossyScale); Gizmos.matrix = rotationMatrix; Gizmos.DrawWireCube(Vector3.zero, chestAreaSize); foreach (var point in HapticPoints40) { var localPoint = point; localPoint.Scale(chestAreaSize * 0.5f); Gizmos.DrawWireCube(localPoint, new Vector3(0.01f, 0.01f, 0.01f)); } } } } }