Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Animator/SetAnimatorIKGoal.cs
2024-11-20 15:21:28 +01:00

141 lines
3.1 KiB
C#

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