using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// %Constraints to position in world space.
///
[System.Serializable]
public class ConstraintPosition : Constraint {
#region Main Interface
///
/// The target position.
///
public Vector3 position;
public override void UpdateConstraint() {
if (weight <= 0) return;
if (!isValid) return;
// Lerping to position
transform.position = Vector3.Lerp(transform.position, position, weight);
}
#endregion Main Interface
public ConstraintPosition() {}
public ConstraintPosition(Transform transform) {
this.transform = transform;
}
}
}