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