using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// Manages the execution order of IK components.
///
public class IKExecutionOrder : MonoBehaviour {
///
/// The IK components, assign in the order in which you wish to update them.
///
[Tooltip("The IK components, assign in the order in which you wish to update them.")]
public IK[] IKComponents;
[Tooltip("Optional. Assign it if you are using 'Animate Physics' as the Update Mode.")]
///
/// Optional. Assign it if you are using 'Animate Physics' as the Update Mode.
///
public Animator animator;
private bool fixedFrame;
private bool animatePhysics {
get {
if (animator == null) return false;
return animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
}
}
// Disable the IK components
void Start() {
for (int i = 0; i < IKComponents.Length; i++) IKComponents[i].enabled = false;
}
// Fix Transforms in Normal update mode
void Update() {
if (animatePhysics) return;
FixTransforms ();
}
// Fix Transforms in Animate Physics update mode
void FixedUpdate() {
fixedFrame = true;
if (animatePhysics) FixTransforms ();
}
// Update the IK components in a specific order
void LateUpdate() {
if (!animatePhysics || fixedFrame) {
for (int i = 0; i < IKComponents.Length; i++) {
IKComponents [i].GetIKSolver ().Update ();
}
fixedFrame = false;
}
}
private void FixTransforms() {
for (int i = 0; i < IKComponents.Length; i++) {
if (IKComponents[i].fixTransforms) IKComponents[i].GetIKSolver().FixTransforms();
}
}
}
}