holopy3/Assets/Plugins/RootMotion/Shared Scripts/SolverManager.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
namespace RootMotion {
/// <summary>
/// Manages solver initiation and updating
/// </summary>
public class SolverManager: MonoBehaviour {
#region Main Interface
/// <summary>
/// If true, will fix all the Transforms used by the solver to their initial state in each Update. This prevents potential problems with unanimated bones and animator culling with a small cost of performance. Not recommended for CCD and FABRIK solvers.
/// </summary>
[Tooltip("If true, will fix all the Transforms used by the solver to their initial state in each Update. This prevents potential problems with unanimated bones and animator culling with a small cost of performance. Not recommended for CCD and FABRIK solvers.")]
public bool fixTransforms = true;
/// <summary>
/// [DEPRECATED] Use "enabled = false" instead.
/// </summary>
public void Disable() {
Debug.Log("IK.Disable() is deprecated. Use enabled = false instead", transform);
enabled = false;
}
#endregion Main
protected virtual void InitiateSolver() {}
protected virtual void UpdateSolver() {}
protected virtual void FixTransforms() {}
private Animator animator;
private Animation legacy;
private bool updateFrame;
private bool componentInitiated;
void OnDisable() {
if (!Application.isPlaying) return;
Initiate();
}
void Start() {
Initiate();
}
private bool animatePhysics {
get {
if (animator != null) return animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
if (legacy != null) return legacy.animatePhysics;
return false;
}
}
private void Initiate() {
if (componentInitiated) return;
FindAnimatorRecursive(transform, true);
InitiateSolver();
componentInitiated = true;
}
void Update() {
if (skipSolverUpdate) return;
if (animatePhysics) return;
if (fixTransforms) FixTransforms();
}
// Finds the first Animator/Animation up the hierarchy
private void FindAnimatorRecursive(Transform t, bool findInChildren) {
if (isAnimated) return;
animator = t.GetComponent<Animator>();
legacy = t.GetComponent<Animation>();
if (isAnimated) return;
if (animator == null && findInChildren) animator = t.GetComponentInChildren<Animator>();
if (legacy == null && findInChildren) legacy = t.GetComponentInChildren<Animation>();
if (!isAnimated && t.parent != null) FindAnimatorRecursive(t.parent, false);
}
private bool isAnimated {
get {
return animator != null || legacy != null;
}
}
// Workaround hack for the solver to work with animatePhysics
void FixedUpdate() {
if (skipSolverUpdate) {
skipSolverUpdate = false;
}
updateFrame = true;
if (animatePhysics && fixTransforms) FixTransforms();
}
// Updating
void LateUpdate() {
if (skipSolverUpdate) return;
// Check if either animatePhysics is false or FixedUpdate has been called
if (!animatePhysics) updateFrame = true;
if (!updateFrame) return;
updateFrame = false;
UpdateSolver();
}
// This enables other scripts to update the Animator on in FixedUpdate and the solvers with it
private bool skipSolverUpdate;
public void UpdateSolverExternal() {
if (!enabled) return;
skipSolverUpdate = true;
UpdateSolver();
}
}
}