60 lines
2.1 KiB
C#
60 lines
2.1 KiB
C#
using UnityEngine;
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using System.Collections;
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using RootMotion.FinalIK;
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namespace RootMotion.Demos {
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/// <summary>
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/// Manages FBBIK settings that are not visible in the FBBIK custom inspector.
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/// </summary>
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public class FBBIKSettings : MonoBehaviour {
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/// <summary>
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/// Settings for a limb
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/// </summary>
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[System.Serializable]
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public class Limb {
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public FBIKChain.Smoothing reachSmoothing; // Smoothing of the Reach effect (since 0.2)
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public float maintainRelativePositionWeight; // Weight of maintaining the limb's position relative to the body part that it is attached to (since 0.2, used to be IKEffector.Mode.MaintainRelativePosition)
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public float mappingWeight = 1f;
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// Apply the settings
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public void Apply(FullBodyBipedChain chain, IKSolverFullBodyBiped solver) {
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solver.GetChain(chain).reachSmoothing = reachSmoothing;
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solver.GetEndEffector(chain).maintainRelativePositionWeight = maintainRelativePositionWeight;
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solver.GetLimbMapping(chain).weight = mappingWeight;
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}
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}
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public FullBodyBipedIK ik; // Reference to the FBBIK component
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public bool disableAfterStart; // If true, will not update after Start
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public Limb leftArm, rightArm, leftLeg, rightLeg; // The Limbs
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public float rootPin = 0f; // Weight of pinning the root node to it's animated position
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public bool bodyEffectChildNodes = true; // If true, the body effector will also drag the thigh effectors
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// Apply all the settings to the FBBIK solver
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public void UpdateSettings() {
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if (ik == null) return;
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leftArm.Apply(FullBodyBipedChain.LeftArm, ik.solver);
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rightArm.Apply(FullBodyBipedChain.RightArm, ik.solver);
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leftLeg.Apply(FullBodyBipedChain.LeftLeg, ik.solver);
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rightLeg.Apply(FullBodyBipedChain.RightLeg, ik.solver);
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ik.solver.chain[0].pin = rootPin;
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ik.solver.bodyEffector.effectChildNodes = bodyEffectChildNodes;
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}
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void Start() {
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Debug.Log("FBBIKSettings is deprecated, you can now edit all the settings from the custom inspector of the FullBodyBipedIK component.");
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UpdateSettings();
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if (disableAfterStart) this.enabled = false;
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}
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void Update() {
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UpdateSettings();
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}
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}
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}
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