79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
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using UnityEngine;
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using System.Collections;
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using RootMotion;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Aim Poser returns a reference by direction.
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/// </summary>
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public class AimPoser : MonoBehaviour {
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/// <summary>
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/// the pose definition
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/// </summary>
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[System.Serializable]
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public class Pose {
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public bool visualize = true; // Show the direction and range of this pose in the scene view
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public string name; // the reference
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public Vector3 direction; // the direction of the pose
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public float yaw = 75f; // the yaw range
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public float pitch = 45f; // the pitch range
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private float angleBuffer;
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// Determines whether this Pose is in the specified direction.
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public bool IsInDirection(Vector3 d) {
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if (direction == Vector3.zero) return false;
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if (yaw <= 0 || pitch <= 0) return false;
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// Yaw
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if (yaw < 180f) {
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Vector3 directionYaw = new Vector3(direction.x, 0f, direction.z);
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if (directionYaw == Vector3.zero) directionYaw = Vector3.forward;
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Vector3 dYaw = new Vector3(d.x, 0f, d.z);
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float yawAngle = Vector3.Angle(dYaw, directionYaw);
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if (yawAngle > yaw + angleBuffer) return false;
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}
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// Pitch
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if (pitch >= 180f) return true;
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float directionPitch = Vector3.Angle(Vector3.up, direction);
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float dPitch = Vector3.Angle(Vector3.up, d);
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return Mathf.Abs(dPitch - directionPitch) < pitch + angleBuffer;
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}
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// Sets the angle buffer to prevent immediatelly switching back to the last pose if the angle should change a bit.
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public void SetAngleBuffer(float value) {
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angleBuffer = value;
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}
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}
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public float angleBuffer = 5f; // The angle buffer
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public Pose[] poses = new Pose[0]; // The array of poses.
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/// <summary>
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/// Gets the pose by direction. GetPose will go through the poses array and return the first pose that has the direction in range.
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/// </summary>
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public Pose GetPose(Vector3 localDirection) {
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if (poses.Length == 0) return null;
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for (int i = 0; i < poses.Length - 1; i++) if (poses[i].IsInDirection(localDirection)) return poses[i];
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return poses[poses.Length - 1];
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}
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/// <summary>
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/// Sets the pose active, increasing it's angle buffer.
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/// </summary>
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public void SetPoseActive(Pose pose) {
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for (int i = 0; i < poses.Length; i++) {
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poses[i].SetAngleBuffer(poses[i] == pose? angleBuffer: 0f);
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}
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}
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}
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}
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