141 lines
3.1 KiB
C#
141 lines
3.1 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
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using UnityEngine;
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.Animator)]
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[Tooltip("Sets the position, rotation and weights of an IK goal. A GameObject can be set to control the position and rotation, or it can be manually expressed.")]
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public class SetAnimatorIKGoal: FsmStateAction
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{
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[RequiredField]
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[CheckForComponent(typeof(Animator))]
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[Tooltip("The target.")]
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public FsmOwnerDefault gameObject;
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[Tooltip("The IK goal")]
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public AvatarIKGoal iKGoal;
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[Tooltip("The gameObject target of the ik goal")]
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public FsmGameObject goal;
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[Tooltip("The position of the ik goal. If Goal GameObject set, position is used as an offset from Goal")]
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public FsmVector3 position;
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[Tooltip("The rotation of the ik goal.If Goal GameObject set, rotation is used as an offset from Goal")]
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public FsmQuaternion rotation;
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[HasFloatSlider(0f,1f)]
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[Tooltip("The translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal)")]
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public FsmFloat positionWeight;
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[HasFloatSlider(0f,1f)]
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[Tooltip("Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal)")]
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public FsmFloat rotationWeight;
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[Tooltip("Repeat every frame. Useful when changing over time.")]
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public bool everyFrame;
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private Animator _animator;
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private Transform _transform;
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public override void Reset()
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{
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gameObject = null;
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goal = null;
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position = new FsmVector3() {UseVariable=true};
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rotation = new FsmQuaternion() {UseVariable=true};
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positionWeight = 1f;
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rotationWeight = 1f;
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everyFrame = false;
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}
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public override void OnPreprocess ()
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{
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Fsm.HandleAnimatorIK = true;
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}
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public override void OnEnter()
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{
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// get the animator component
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var go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go==null)
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{
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Finish();
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return;
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}
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_animator = go.GetComponent<Animator>();
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if (_animator==null)
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{
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Finish();
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return;
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}
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GameObject _goal = goal.Value;
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if (_goal!=null)
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{
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_transform = _goal.transform;
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}
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}
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public override void DoAnimatorIK (int layerIndex)
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{
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DoSetIKGoal();
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if (!everyFrame)
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{
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Finish();
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}
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}
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void DoSetIKGoal()
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{
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if (_animator==null)
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{
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return;
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}
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if (_transform!=null)
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{
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if (position.IsNone)
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{
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_animator.SetIKPosition(iKGoal,_transform.position);
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}else{
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_animator.SetIKPosition(iKGoal,_transform.position+position.Value);
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}
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if (rotation.IsNone)
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{
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_animator.SetIKRotation(iKGoal,_transform.rotation);
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}else{
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_animator.SetIKRotation(iKGoal,_transform.rotation*rotation.Value);
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}
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}else{
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if (!position.IsNone)
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{
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_animator.SetIKPosition(iKGoal,position.Value);
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}
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if (!rotation.IsNone)
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{
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_animator.SetIKRotation(iKGoal,rotation.Value);
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}
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}
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if (!positionWeight.IsNone)
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{
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_animator.SetIKPositionWeight(iKGoal,positionWeight.Value);
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}
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if (!rotationWeight.IsNone)
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{
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_animator.SetIKRotationWeight(iKGoal,rotationWeight.Value);
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}
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}
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}
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} |