Merge branch 'katboi01:master' into master

This commit is contained in:
CroakFang
2024-01-02 10:34:54 +08:00
committed by GitHub
2872 changed files with 16088 additions and 1488512 deletions
+1
View File
@@ -67,3 +67,4 @@ crashlytics-build.properties
Config.json
/gltf
/Assets/Plugins/RootMotion/FinalIK/_Integration
/Poses
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using UnityEngine;
using System.Collections;
using UnityEditor;
namespace RootMotion.Demos {
/// <summary>
/// Scene view helper for the LimbIK BendGoal
/// </summary>
[CustomEditor(typeof(BendGoal))]
public class BendGoalInspector : Editor {
private BendGoal script { get { return target as BendGoal; }}
public override void OnInspectorGUI() {
DrawDefaultInspector();
}
void OnSceneGUI() {
if (script.limbIK == null) return;
if (script.limbIK.solver.bone2 == null) return;
if (script.limbIK.solver.bone2.transform == null) return;
Handles.color = Color.cyan;
Vector3 bonePosition = script.limbIK.solver.bone2.transform.position;
Handles.DrawLine(script.transform.position, bonePosition);
Inspector.SphereCap(0, script.transform.position, Quaternion.identity, 0.05f);
Inspector.SphereCap(0, bonePosition, Quaternion.identity, 0.025f);
Handles.color = Color.white;
}
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
using RootMotion.Dynamics;
namespace RootMotion.Demos {
[CustomEditor(typeof(CharacterMeleeDemo))]
public class CharacterMeleeDemoInspector : Editor {
private CharacterMeleeDemo script { get { return target as CharacterMeleeDemo; }}
private GameObject replace;
private static Color pro = new Color(0.7f, 0.9f, 0.5f, 1f);
private static Color free = new Color(0.4f, 0.5f, 0.3f, 1f);
public override void OnInspectorGUI() {
GUI.changed = false;
if (!Application.isPlaying) {
GUI.color = EditorGUIUtility.isProSkin? pro: free;
EditorGUILayout.BeginHorizontal();
replace = (GameObject)EditorGUILayout.ObjectField("Replace Character Model", replace, typeof(GameObject), true);
if (replace != null) {
if (GUILayout.Button("Replace")) {
Debug.Log("PropMuscle needs to be set up manually and assigned as 'Prop Muscle' in the CharacterMeleeDemo component on the character.");
/* TODO Update to PropMuscle
PropRoot propRoot = script.propRoot;
Vector3 localPosition = propRoot.transform.localPosition;
Quaternion localRotation = propRoot.transform.localRotation;
propRoot.transform.parent = null;
CharacterPuppetInspector.ReplacePuppetModel(script as CharacterThirdPerson, replace);
Animator animator = script.characterAnimation.GetComponent<Animator>();
PuppetMaster puppetMaster = script.transform.parent.GetComponentInChildren<PuppetMaster>();
propRoot.transform.parent = animator.GetBoneTransform(HumanBodyBones.RightHand);
propRoot.transform.localPosition = localPosition;
propRoot.transform.localRotation = localRotation;
propRoot.puppetMaster = puppetMaster;
propRoot.connectTo = GetRigidbody(puppetMaster, animator.GetBoneTransform(HumanBodyBones.RightLowerArm));
Debug.Log("You probably need to adjust the localPosition and localRotation of the Prop Root to match this character's hand.");
*/
UserControlAI[] userControls = (UserControlAI[])GameObject.FindObjectsOfType<UserControlAI>();
foreach (UserControlAI ai in userControls) {
if (ai.moveTarget == null) {
ai.moveTarget = script.transform.parent.GetComponentInChildren<PuppetMaster>().muscles[0].joint.transform;
}
}
}
}
EditorGUILayout.EndHorizontal();
GUI.color = Color.white;
}
DrawDefaultInspector();
if (GUI.changed) EditorUtility.SetDirty(script);
}
private Rigidbody GetRigidbody(PuppetMaster puppetMaster, Transform target) {
foreach (Muscle m in puppetMaster.muscles) {
if (m.target == target) return m.joint.GetComponent<Rigidbody>();
}
return null;
}
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
using RootMotion.Dynamics;
namespace RootMotion.Demos {
[CustomEditor(typeof(CharacterPuppet))]
public class CharacterPuppetInspector : Editor {
private CharacterPuppet script { get { return target as CharacterPuppet; }}
private GameObject replace;
private static Color pro = new Color(0.7f, 0.9f, 0.5f, 1f);
private static Color free = new Color(0.4f, 0.5f, 0.3f, 1f);
public override void OnInspectorGUI() {
GUI.changed = false;
if (!Application.isPlaying) {
GUI.color = EditorGUIUtility.isProSkin? pro: free;
EditorGUILayout.BeginHorizontal();
replace = (GameObject)EditorGUILayout.ObjectField("Replace Character Model", replace, typeof(GameObject), true);
if (replace != null) {
if (GUILayout.Button("Replace")) {
ReplacePuppetModel(script as CharacterThirdPerson, replace);
replace = null;
}
}
GUI.color = Color.white;
EditorGUILayout.EndHorizontal();
}
DrawDefaultInspector();
if (GUI.changed) EditorUtility.SetDirty(script);
}
public static void ReplacePuppetModel(CharacterThirdPerson script, GameObject replace) {
// Drag your Humanoid character to the scene, parent it to the "Animation Controller" just where the Pilot is
GameObject find = GameObject.Find(replace.name);
bool isSceneObject = find != null && find == replace;
GameObject instance = isSceneObject? replace: (GameObject)GameObject.Instantiate(replace, script.transform.position, script.transform.rotation);
instance.transform.parent = script.characterAnimation.transform;
instance.name = replace.name;
instance.transform.position = script.transform.position;
instance.transform.rotation = script.transform.rotation;
Animator animator = instance.GetComponentInChildren<Animator>();
bool isAnimator = animator != null;
if (!isAnimator || !animator.isHuman) {
Debug.LogWarning("The demo character controller requires a Humanoid character.");
return;
}
SkinnedMeshRenderer[] skinnedMeshRenders = instance.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (SkinnedMeshRenderer s in skinnedMeshRenders) s.updateWhenOffscreen = true;
// Unparent "Character Controller" from the "ThirdPersonPuppet"
Transform oldRoot = script.transform.parent;
PuppetMaster oldPM = script.transform.parent.GetComponentInChildren<PuppetMaster>();
RigidbodyInterpolation oldInterpolation = oldPM.muscles[0].joint.GetComponent<Rigidbody>().interpolation;
BehaviourBase[] behaviours = script.transform.parent.GetComponentsInChildren<BehaviourBase>();
Camera camera = script.transform.parent.GetComponentInChildren<Camera>();
CameraController cameraController = null;
if (camera != null) cameraController = camera.gameObject.GetComponent<CameraController>();
LayerSetup layerSetup = oldPM.GetComponent<LayerSetup>();
script.transform.parent = null;
// Delete the "Pilot"
DestroyImmediate(script.characterAnimation.transform.GetChild(0).gameObject);
// Replace the Avatar in the Animator component of the "Animation Controller" gameobject.
Animator characterAnimator = script.characterAnimation.GetComponent<Animator>();
characterAnimator.avatar = animator.avatar;
// Add BipedRagdollCreator to the "Animation Controller", use it to create a ragdoll, delete the component when done
Joint joint = instance.GetComponentInChildren<Joint>();
bool isRagdoll = joint != null;
bool isConfigurable = isRagdoll && joint is ConfigurableJoint;
if (isRagdoll && !isConfigurable) {
JointConverter.ToConfigurable(instance);
}
if (!isRagdoll) {
BipedRagdollReferences r = BipedRagdollReferences.FromAvatar(animator);
BipedRagdollCreator.Options options = BipedRagdollCreator.AutodetectOptions(r);
// Edit options here if you need to
BipedRagdollCreator.Create(r, options);
}
// Delete the Animator from your character root (not the one on "Animation Controller")
DestroyImmediate(animator);
// Add PuppetMaster to the "Character Controller", click on Set Up PuppetMaster.
int cLayer = layerSetup != null? layerSetup.characterControllerLayer: script.gameObject.layer;
int rLayer = layerSetup != null? layerSetup.ragdollLayer: oldPM.muscles[0].joint.gameObject.layer;
PuppetMaster newPuppetMaster = PuppetMaster.SetUp(script.transform, cLayer, rLayer);
foreach (Muscle m in newPuppetMaster.muscles) {
m.joint.GetComponent<Rigidbody>().interpolation = oldInterpolation;
}
// Move the "Puppet" and "Fall" behaviours from the old rig to the new one (parent them to the "Behaviours").
Transform behaviourRoot = newPuppetMaster.transform.parent.Find("Behaviours");
Transform oldBehaviourRoot = behaviours.Length > 0? behaviours[0].transform.parent: FindChildNameContaining(oldRoot, "Behaviours");
foreach (BehaviourBase behaviour in behaviours) behaviour.transform.parent = behaviourRoot;
if (oldBehaviourRoot != null) DestroyImmediate(oldBehaviourRoot.gameObject);
// 9. Move the "Character Camera" to the new rig, replace the "Target" of the CharacterController component
if (camera != null) camera.transform.parent = newPuppetMaster.transform.parent;
if (cameraController != null) cameraController.target = newPuppetMaster.muscles[0].joint.transform;
// THIS IS NOT REQUIRED SINCE 0.3 Use the RagdollEditor (add it to the PuppetMaster) to multiply the mass of the ragdoll by 10
// 10. Copy the LayerSetup component from the old PuppetMaster to the new one if you have not set up the layers in the Layer Collision Matrix.
if (layerSetup != null) {
LayerSetup newLayerSetup = newPuppetMaster.gameObject.AddComponent<LayerSetup>();
if (newLayerSetup != null) {
newLayerSetup.characterController = layerSetup.characterController;
newLayerSetup.characterControllerLayer = layerSetup.characterControllerLayer;
newLayerSetup.ragdollLayer = layerSetup.ragdollLayer;
newLayerSetup.ignoreCollisionWithCharacterController = layerSetup.ignoreCollisionWithCharacterController;
}
}
// 11. Make sure the new PuppetMaster settings match with the old one, delete the old rig
newPuppetMaster.state = oldPM.state;
newPuppetMaster.stateSettings = oldPM.stateSettings;
newPuppetMaster.mode = oldPM.mode;
newPuppetMaster.blendTime = oldPM.blendTime;
newPuppetMaster.fixTargetTransforms = oldPM.fixTargetTransforms;
newPuppetMaster.solverIterationCount = oldPM.solverIterationCount;
newPuppetMaster.visualizeTargetPose = oldPM.visualizeTargetPose;
newPuppetMaster.mappingWeight = oldPM.mappingWeight;
newPuppetMaster.pinWeight = oldPM.pinWeight;
newPuppetMaster.muscleWeight = oldPM.muscleWeight;
newPuppetMaster.muscleSpring = oldPM.muscleSpring;
newPuppetMaster.muscleDamper = oldPM.muscleDamper;
newPuppetMaster.pinPow = oldPM.pinPow;
newPuppetMaster.pinDistanceFalloff = oldPM.pinDistanceFalloff;
newPuppetMaster.updateJointAnchors = oldPM.updateJointAnchors;
newPuppetMaster.supportTranslationAnimation = oldPM.supportTranslationAnimation;
newPuppetMaster.angularLimits = oldPM.angularLimits;
newPuppetMaster.internalCollisions = oldPM.internalCollisions;
// 12 Parent this CharacterPuppet to the new puppet root
script.transform.parent = newPuppetMaster.transform.parent;
// 13. Delete the old root
script.transform.parent.name = oldRoot.name;
for (int i = 0; i < oldRoot.childCount; i++) {
var child = oldRoot.GetChild(i);
if (child != oldPM.transform && child != behaviourRoot) {
child.parent = script.transform.parent;
}
}
DestroyImmediate(oldRoot.gameObject);
}
private static Transform FindChildNameContaining(Transform t, string name) {
for (int i = 0; i < t.childCount; i++) {
if (t.GetChild(i).name.Contains(name)) return t.GetChild(i);
}
return null;
}
}
}
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using UnityEngine;
using System.Collections;
using UnityEditor;
namespace RootMotion {
// Just making sure the camera controller updates last
[CustomEditor(typeof(CameraController))]
public class CameraControllerInspector : Editor {
private CameraController script { get { return target as CameraController; }}
private MonoScript monoScript;
void OnEnable() {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RootMotion.Demos
{
// Adds simple FK rotation offset to bones.
public class FKOffset : MonoBehaviour
{
[System.Serializable]
public class Offset
{
[HideInInspector][SerializeField] public string name;
public HumanBodyBones bone;
public Vector3 rotationOffset;
private Transform t;
public void Apply(Animator animator)
{
if (t == null) t = animator.GetBoneTransform(bone);
if (t == null) return;
t.localRotation *= Quaternion.Euler(rotationOffset);
}
}
public Offset[] offsets;
private Animator animator;
private void Start()
{
animator = GetComponent<Animator>();
}
private void LateUpdate()
{
foreach (Offset offset in offsets)
{
offset.Apply(animator);
}
}
private void OnDrawGizmosSelected()
{
foreach (Offset offset in offsets)
{
offset.name = offset.bone.ToString();
}
}
}
}
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those objects have a lot of swinging motion in the animation though, like swinging
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text: "AimIK is good for keeping objects steadily aimed at the target. Sometimes
those objects have a lot of swinging motion in their animation though, like swinging
a sword for example, and it is not good to use AimIK to keep the sword oriented
towards a certain position during that swing. \nIt would keep the sword orientation
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on any FinalIK component header and select \"User Manual\" or \"Script Reference\"
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using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// Boxing with Aim IK.
/// Changing character facing direction with Aim IK to follow the target.
/// </summary>
public class AimBoxing : MonoBehaviour {
public AimIK aimIK; // Reference to the AimIK component
public Transform pin; // The hitting point as in the animation
void LateUpdate() {
// Rotate the aim Transform to look at the point, where the fist hits it's target in the animation.
// This will set the animated hit direction as the default starting point for Aim IK (direction for which Aim IK has to do nothing).
aimIK.solver.transform.LookAt(pin.position);
// Set myself as IK target
aimIK.solver.IKPosition = transform.position;
}
}
}
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using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
public class AimSwing : MonoBehaviour {
public AimIK ik;
[Tooltip("The direction of the animated weapon swing in character space. Tweak this value to adjust the aiming.")] public Vector3 animatedSwingDirection = Vector3.forward;
void LateUpdate () {
ik.solver.axis = ik.solver.transform.InverseTransformVector(ik.transform.rotation * animatedSwingDirection);
}
}
}
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using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos
{
// Using LimbIK on the left arm to put the left hand back to where it was relative to the right hand before solving AimIK on the spine and right arm bones.
public class SecondHandOnGun : MonoBehaviour
{
public AimIK aim;
public LimbIK leftArmIK;
public Transform leftHand, rightHand;
public Vector3 leftHandPositionOffset;
public Vector3 leftHandRotationOffset;
private Vector3 leftHandPosRelToRight;
private Quaternion leftHandRotRelToRight;
void Start()
{
// Disable the IK components to take control over the updating of their solvers
aim.enabled = false;
leftArmIK.enabled = false;
}
void LateUpdate()
{
// Store the position and rotation of the left hand relative to the right as animated
leftHandPosRelToRight = rightHand.InverseTransformPoint(leftHand.position);
leftHandRotRelToRight = Quaternion.Inverse(rightHand.rotation) * leftHand.rotation;
// Update AimIK
aim.solver.Update();
// AimIK has moved the right arm, so the hand hand needs to be put back to how it was relative to the right hand (the inverse of the above)
leftArmIK.solver.IKPosition = rightHand.TransformPoint(leftHandPosRelToRight + leftHandPositionOffset);
leftArmIK.solver.IKRotation = rightHand.rotation * Quaternion.Euler(leftHandRotationOffset) * leftHandRotRelToRight;
// Update Left arm IK
leftArmIK.solver.Update();
}
}
}
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using RootMotion.Demos;
using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
// Demonstrating 360-degree aiming system built with 6 static aiming poses and AimIK.
public class SimpleAimingSystem : MonoBehaviour {
[Tooltip("AimPoser is a tool that returns an animation name based on direction.")]
public AimPoser aimPoser;
[Tooltip("Reference to the AimIK component.")]
public AimIK aim;
[Tooltip("Reference to the LookAt component (only used for the head in this instance).")]
public LookAtIK lookAt;
[Tooltip("Reference to the Animator component.")]
public Animator animator;
[Tooltip("Time of cross-fading from pose to pose.")]
public float crossfadeTime = 0.2f;
[Tooltip("Will keep the aim target at a distance.")]
public float minAimDistance = 0.5f;
private AimPoser.Pose aimPose, lastPose;
void Start() {
// Disable IK components to manage their updating order
aim.enabled = false;
lookAt.enabled = false;
}
// LateUpdate is called once per frame
void LateUpdate () {
if (aim.solver.target == null) {
Debug.LogWarning("AimIK and LookAtIK need to have their 'Target' value assigned.", transform);
}
// Switch aim poses (Legacy animation)
Pose();
// Update IK solvers
aim.solver.Update();
if (lookAt != null) lookAt.solver.Update();
}
private void Pose() {
// Make sure aiming target is not too close (might make the solver instable when the target is closer to the first bone than the last bone is).
LimitAimTarget();
// Get the aiming direction
Vector3 direction = (aim.solver.target.position - aim.solver.bones[0].transform.position);
// Getting the direction relative to the root transform
Vector3 localDirection = transform.InverseTransformDirection(direction);
// Get the Pose from AimPoser
aimPose = aimPoser.GetPose(localDirection);
// If the Pose has changed
if (aimPose != lastPose) {
// Increase the angle buffer of the pose so we won't switch back too soon if the direction changes a bit
aimPoser.SetPoseActive(aimPose);
// Store the pose so we know if it changes
lastPose = aimPose;
}
// Direct blending
foreach (AimPoser.Pose pose in aimPoser.poses) {
if (pose == aimPose) {
DirectCrossFade(pose.name, 1f);
} else {
DirectCrossFade(pose.name, 0f);
}
}
}
// Make sure aiming target is not too close (might make the solver instable when the target is closer to the first bone than the last bone is).
void LimitAimTarget() {
Vector3 aimFrom = aim.solver.bones[0].transform.position;
Vector3 direction = (aim.solver.target.position - aimFrom);
direction = direction.normalized * Mathf.Max(direction.magnitude, minAimDistance);
aim.solver.target.position = aimFrom + direction;
}
// Uses Mecanim's Direct blend trees for cross-fading
private void DirectCrossFade(string state, float target) {
float f = Mathf.MoveTowards(animator.GetFloat(state), target, Time.deltaTime * (1f / crossfadeTime));
animator.SetFloat(state, f);
}
}
}
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using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// Raycasting to the ground to redirect upper-body animation based on ground topography.
/// </summary>
public class TerrainOffset : MonoBehaviour {
public AimIK aimIK; // Reference to the AimIK component
public Vector3 raycastOffset = new Vector3(0f, 2f, 1.5f); // Offset from the character, in local space, to raycast from
public LayerMask raycastLayers; // The layers we want to raycast at
public float min = -2f, max = 2f; // Min and max for the offset
public float lerpSpeed = 10f; // The speed of lerping the IKPosition to make things nice and smooth
private RaycastHit hit;
private Vector3 offset;
void LateUpdate() {
// Find the raycastOffset in world space
Vector3 worldOffset = transform.rotation * raycastOffset;
// Find how much higher is the ground at worldOffset relative to the character position.
Vector3 realOffset = GetGroundHeightOffset(transform.position + worldOffset);
// Smoothly lerp the offset value so it would not jump on sudden raycast changes
offset = Vector3.Lerp(offset, realOffset, Time.deltaTime * lerpSpeed);
// The default offset point at the character's height
Vector3 zeroOffsetPosition = transform.position + new Vector3(worldOffset.x, 0f, worldOffset.z);
// Make the Aim Transform look at the default offset point (So when we are on planar ground there will be nothing for Aim IK to do)
aimIK.solver.transform.LookAt(zeroOffsetPosition);
// Make Aim IK bend the spine by the offset.
aimIK.solver.IKPosition = zeroOffsetPosition + offset;
}
private Vector3 GetGroundHeightOffset(Vector3 worldPosition) {
// Visualize the raycast
Debug.DrawRay(worldPosition, Vector3.down * raycastOffset.y * 2f, Color.green);
// Raycast to find how much higher is the ground at worldPosition relative to the character.
if (Physics.Raycast(worldPosition, Vector3.down, out hit, raycastOffset.y * 2f)) {
return Mathf.Clamp(hit.point.y - transform.position.y, min, max) * Vector3.up;
}
// Raycast found nothing so return zero
return Vector3.zero;
}
}
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text: 'This scene is an extension of the "Aim Swing" demo (take a look at it for
a simpler example of redirecting animation).
Here I have added some basic
raycasting to find the height of the ground at the position in front ot the character
and redirect the swing animation based on the vertical offset of the raycast
hit and the character''s position.
Take a look at TerrainOffset.cs on the
"Dummy" Game Object to see how it was done.
Right-click on any FinalIK
component and select "User Manual" or "Script Reference" for more info.'
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m_Text: Move the Dummy around on the terrain and see how he changes the swing height
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