using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Dedicated abstrac base component for the Grounding solver. /// public abstract class Grounder: MonoBehaviour { #region Main Interface /// /// The master weight. Use this to fade in/out the grounding effect. /// [Tooltip("The master weight. Use this to fade in/out the grounding effect.")] [Range(0f, 1f)] public float weight = 1f; /// /// The %Grounding solver. Not to confuse with IK solvers. /// [Tooltip("The Grounding solver. Not to confuse with IK solvers.")] public Grounding solver = new Grounding(); /// /// Delegate for Grounder events. /// public delegate void GrounderDelegate(); /// /// Called before the Grounder updates it's solver. /// public GrounderDelegate OnPreGrounder; /// /// Called after the Grounder has updated it's solver and before the IK is applied. /// public GrounderDelegate OnPostGrounder; /// /// Resets this Grounder so characters can be teleported instananeously. /// public abstract void ResetPosition(); #endregion Main Interface public bool initiated { get; protected set; } // Gets the spine bend direction protected Vector3 GetSpineOffsetTarget() { Vector3 sum = Vector3.zero; for (int i = 0; i < solver.legs.Length; i++) { sum += GetLegSpineBendVector(solver.legs[i]); } return sum; } // Logs the warning if no other warning has beed logged in this session. protected void LogWarning(string message) { Warning.Log(message, transform); } // Gets the bend direction for a foot private Vector3 GetLegSpineBendVector(Grounding.Leg leg) { Vector3 spineTangent = GetLegSpineTangent(leg); float dotF = (Vector3.Dot(solver.root.forward, spineTangent.normalized) + 1) * 0.5f; float w = (leg.IKPosition - leg.transform.position).magnitude; return spineTangent * w * dotF; } // Gets the direction from the root to the foot (ortho-normalized to root.up) private Vector3 GetLegSpineTangent(Grounding.Leg leg) { Vector3 tangent = leg.transform.position - solver.root.position; if (!solver.rotateSolver || solver.root.up == Vector3.up) return new Vector3(tangent.x, 0f, tangent.z); Vector3 normal = solver.root.up; Vector3.OrthoNormalize(ref normal, ref tangent); return tangent; } // Open the User Manual url protected abstract void OpenUserManual(); // Open the Script Reference url protected abstract void OpenScriptReference(); } }