100 lines
2.9 KiB
C#
100 lines
2.9 KiB
C#
using UnityEngine;
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namespace UniHumanoid
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{
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public class HandRig : MonoBehaviour
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{
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[SerializeField]
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Animator m_animator;
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public Animator Animator
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{
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get { return m_animator; }
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}
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[SerializeField, Range(-1, 1)]
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public float LeftStrech;
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[SerializeField, Range(-1, 1)]
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public float LeftSpread;
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[SerializeField, Range(-1, 1)]
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public float RightStrech;
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[SerializeField, Range(-1, 1)]
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public float RightSpread;
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private void Reset()
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{
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m_animator = GetComponent<Animator>();
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}
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HumanPoseHandler m_handler;
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public static HumanPoseHandler GetHandler(Animator animator)
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{
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if (animator == null)
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{
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return null;
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}
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if (animator.avatar == null)
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{
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return null;
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}
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if (!animator.avatar.isValid
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|| !animator.avatar.isHuman)
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{
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return null;
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}
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return new HumanPoseHandler(animator.avatar, animator.transform);
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}
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HandPoseModifier m_updater;
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private void Awake()
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{
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m_handler = GetHandler(m_animator);
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if (m_handler == null)
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{
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enabled = false;
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return;
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}
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m_updater = new HandPoseModifier();
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}
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HandPoseModifier.HandPose m_leftHand = new HandPoseModifier.HandPose();
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HandPoseModifier.HandPose m_rightHand = new HandPoseModifier.HandPose();
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HumanPose m_pose;
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private void Update()
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{
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m_leftHand.ThumbStrech = LeftStrech;
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m_leftHand.ThumbSpread = LeftSpread;
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m_leftHand.IndexStrech = LeftStrech;
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m_leftHand.IndexSpread = LeftSpread;
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m_leftHand.MiddleStrech = LeftStrech;
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m_leftHand.MiddleSpread = LeftSpread;
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m_leftHand.RingStrech = LeftStrech;
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m_leftHand.RingSpread = LeftSpread;
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m_leftHand.LittleStrech = LeftStrech;
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m_leftHand.LittleSpread = LeftSpread;
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m_rightHand.ThumbStrech = RightStrech;
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m_rightHand.ThumbSpread = RightSpread;
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m_rightHand.IndexStrech = RightStrech;
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m_rightHand.IndexSpread = RightSpread;
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m_rightHand.MiddleStrech = RightStrech;
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m_rightHand.MiddleSpread = RightSpread;
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m_rightHand.RingStrech = RightStrech;
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m_rightHand.RingSpread = RightSpread;
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m_rightHand.LittleStrech = RightStrech;
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m_rightHand.LittleSpread = RightSpread;
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m_updater.LeftHandPose = m_leftHand;
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m_updater.RightHandPose = m_rightHand;
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m_handler.GetHumanPose(ref m_pose);
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m_updater.Modify(ref m_pose);
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m_handler.SetHumanPose(ref m_pose);
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}
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}
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}
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