holopy3/Assets/Plugins/RootMotion/FinalIK/InteractionSystem/InteractionLookAt.cs
2020-12-10 15:25:12 +01:00

100 lines
No EOL
3 KiB
C#

using UnityEngine;
using System.Collections;
using RootMotion;
namespace RootMotion.FinalIK {
/// <summary>
/// Controls LookAtIK for the InteractionSystem
/// </summary>
[System.Serializable]
public class InteractionLookAt {
// (Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.
[Tooltip("(Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.")]
public LookAtIK ik;
/// <summary>
/// Interpolation speed of the LookAtIK target.
/// </summary>
[Tooltip("Interpolation speed of the LookAtIK target.")]
public float lerpSpeed = 5f;
/// <summary>
/// Interpolation speed of the LookAtIK weight.
/// </summary>
[Tooltip("Interpolation speed of the LookAtIK weight.")]
public float weightSpeed = 1f;
/// <summary>
/// Look the specified target for the specified time.
/// </summary>
public void Look(Transform target, float time) {
if (ik == null) return;
if (ik.solver.IKPositionWeight <= 0f) ik.solver.IKPosition = ik.solver.GetRoot().position + ik.solver.GetRoot().forward * 3f;
lookAtTarget = target;
stopLookTime = time;
}
[HideInInspector] public bool isPaused;
private Transform lookAtTarget; // The target Transform to look at
private float stopLookTime; // Time to start fading out the LookAtIK
private float weight; // Current weight
private bool firstFBBIKSolve; // Has the FBBIK already solved for this frame? In case it is solved more than once, for example when using the ShoulderRotator
public void OnFixTransforms() {
if (ik == null) return;
if (ik.fixTransforms) ik.solver.FixTransforms();
}
public void Update() {
if (ik == null) return;
if (ik.enabled) ik.enabled = false;
if (lookAtTarget == null) return;
if (isPaused) stopLookTime += Time.deltaTime;
// Interpolate the weight
float add = Time.time < stopLookTime? weightSpeed: -weightSpeed;
weight = Mathf.Clamp(weight + add * Time.deltaTime, 0f, 1f);
// Set LookAtIK weight
ik.solver.IKPositionWeight = Interp.Float(weight, InterpolationMode.InOutQuintic);
// Set LookAtIK position
ik.solver.IKPosition = Vector3.Lerp(ik.solver.IKPosition, lookAtTarget.position, lerpSpeed * Time.deltaTime);
// Release the LookAtIK for other tasks once we're weighed out
if (weight <= 0f) lookAtTarget = null;
firstFBBIKSolve = true;
}
public void SolveSpine() {
if (ik == null) return;
if (!firstFBBIKSolve) return;
float headWeight = ik.solver.headWeight;
float eyesWeight = ik.solver.eyesWeight;
ik.solver.headWeight = 0f;
ik.solver.eyesWeight = 0f;
ik.solver.Update();
ik.solver.headWeight = headWeight;
ik.solver.eyesWeight = eyesWeight;
}
public void SolveHead() {
if (ik == null) return;
if (!firstFBBIKSolve) return;
float bodyWeight = ik.solver.bodyWeight;
ik.solver.bodyWeight = 0f;
ik.solver.Update();
ik.solver.bodyWeight = bodyWeight;
firstFBBIKSolve = false;
}
}
}