Merge branch 'katboi01:master' into master
This commit is contained in:
@@ -67,3 +67,4 @@ crashlytics-build.properties
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||||
Config.json
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||||
/gltf
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/Assets/Plugins/RootMotion/FinalIK/_Integration
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/Poses
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@@ -1,9 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: d0741bad3e4d74bb99540a06e7929fc4
|
||||
folderAsset: yes
|
||||
timeCreated: 1436186162
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||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,34 +0,0 @@
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||||
using UnityEngine;
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||||
using System.Collections;
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||||
using UnityEditor;
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||||
|
||||
namespace RootMotion.Demos {
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||||
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||||
/// <summary>
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||||
/// Scene view helper for the LimbIK BendGoal
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(BendGoal))]
|
||||
public class BendGoalInspector : Editor {
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||||
|
||||
private BendGoal script { get { return target as BendGoal; }}
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||||
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||||
public override void OnInspectorGUI() {
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DrawDefaultInspector();
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}
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||||
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void OnSceneGUI() {
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||||
if (script.limbIK == null) return;
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if (script.limbIK.solver.bone2 == null) return;
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if (script.limbIK.solver.bone2.transform == null) return;
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||||
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Handles.color = Color.cyan;
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||||
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||||
Vector3 bonePosition = script.limbIK.solver.bone2.transform.position;
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Handles.DrawLine(script.transform.position, bonePosition);
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Inspector.SphereCap(0, script.transform.position, Quaternion.identity, 0.05f);
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Inspector.SphereCap(0, bonePosition, Quaternion.identity, 0.025f);
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||||
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||||
Handles.color = Color.white;
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||||
}
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||||
}
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||||
}
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||||
@@ -1,10 +0,0 @@
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||||
fileFormatVersion: 2
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||||
guid: 684cc44fa10474fefa6a837d949e7449
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -1,9 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: 98d02ab32f6fa4551b1983c76cea4586
|
||||
folderAsset: yes
|
||||
timeCreated: 1452250914
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,75 +0,0 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using RootMotion.Dynamics;
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namespace RootMotion.Demos {
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||||
[CustomEditor(typeof(CharacterMeleeDemo))]
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public class CharacterMeleeDemoInspector : Editor {
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||||
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||||
private CharacterMeleeDemo script { get { return target as CharacterMeleeDemo; }}
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||||
|
||||
private GameObject replace;
|
||||
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private static Color pro = new Color(0.7f, 0.9f, 0.5f, 1f);
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private static Color free = new Color(0.4f, 0.5f, 0.3f, 1f);
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||||
|
||||
public override void OnInspectorGUI() {
|
||||
GUI.changed = false;
|
||||
|
||||
if (!Application.isPlaying) {
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||||
GUI.color = EditorGUIUtility.isProSkin? pro: free;
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||||
EditorGUILayout.BeginHorizontal();
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replace = (GameObject)EditorGUILayout.ObjectField("Replace Character Model", replace, typeof(GameObject), true);
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if (replace != null) {
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if (GUILayout.Button("Replace")) {
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Debug.Log("PropMuscle needs to be set up manually and assigned as 'Prop Muscle' in the CharacterMeleeDemo component on the character.");
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/* TODO Update to PropMuscle
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PropRoot propRoot = script.propRoot;
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Vector3 localPosition = propRoot.transform.localPosition;
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Quaternion localRotation = propRoot.transform.localRotation;
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propRoot.transform.parent = null;
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CharacterPuppetInspector.ReplacePuppetModel(script as CharacterThirdPerson, replace);
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Animator animator = script.characterAnimation.GetComponent<Animator>();
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PuppetMaster puppetMaster = script.transform.parent.GetComponentInChildren<PuppetMaster>();
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propRoot.transform.parent = animator.GetBoneTransform(HumanBodyBones.RightHand);
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propRoot.transform.localPosition = localPosition;
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propRoot.transform.localRotation = localRotation;
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propRoot.puppetMaster = puppetMaster;
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propRoot.connectTo = GetRigidbody(puppetMaster, animator.GetBoneTransform(HumanBodyBones.RightLowerArm));
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Debug.Log("You probably need to adjust the localPosition and localRotation of the Prop Root to match this character's hand.");
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*/
|
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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;
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||||
}
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||||
}
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||||
}
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||||
}
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EditorGUILayout.EndHorizontal();
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||||
GUI.color = Color.white;
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||||
}
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DrawDefaultInspector();
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if (GUI.changed) EditorUtility.SetDirty(script);
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}
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private Rigidbody GetRigidbody(PuppetMaster puppetMaster, Transform target) {
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foreach (Muscle m in puppetMaster.muscles) {
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||||
if (m.target == target) return m.joint.GetComponent<Rigidbody>();
|
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}
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return null;
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}
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}
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}
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||||
@@ -1,12 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: 5c5c74fcc11b441abb014b8119cb9e5f
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||||
timeCreated: 1452255675
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||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,176 +0,0 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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||||
using RootMotion.Dynamics;
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namespace RootMotion.Demos {
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[CustomEditor(typeof(CharacterPuppet))]
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||||
public class CharacterPuppetInspector : Editor {
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||||
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||||
private CharacterPuppet script { get { return target as CharacterPuppet; }}
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||||
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private GameObject replace;
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||||
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||||
private static Color pro = new Color(0.7f, 0.9f, 0.5f, 1f);
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||||
private static Color free = new Color(0.4f, 0.5f, 0.3f, 1f);
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||||
|
||||
public override void OnInspectorGUI() {
|
||||
GUI.changed = false;
|
||||
|
||||
if (!Application.isPlaying) {
|
||||
GUI.color = EditorGUIUtility.isProSkin? pro: free;
|
||||
EditorGUILayout.BeginHorizontal();
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||||
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||||
replace = (GameObject)EditorGUILayout.ObjectField("Replace Character Model", replace, typeof(GameObject), true);
|
||||
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||||
if (replace != null) {
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||||
if (GUILayout.Button("Replace")) {
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||||
ReplacePuppetModel(script as CharacterThirdPerson, replace);
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||||
replace = null;
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||||
}
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||||
}
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||||
GUI.color = Color.white;
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||||
EditorGUILayout.EndHorizontal();
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||||
}
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||||
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||||
DrawDefaultInspector();
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||||
if (GUI.changed) EditorUtility.SetDirty(script);
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||||
}
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||||
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||||
public static void ReplacePuppetModel(CharacterThirdPerson script, GameObject replace) {
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// Drag your Humanoid character to the scene, parent it to the "Animation Controller" just where the Pilot is
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||||
GameObject find = GameObject.Find(replace.name);
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bool isSceneObject = find != null && find == replace;
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||||
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GameObject instance = isSceneObject? replace: (GameObject)GameObject.Instantiate(replace, script.transform.position, script.transform.rotation);
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instance.transform.parent = script.characterAnimation.transform;
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||||
instance.name = replace.name;
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||||
instance.transform.position = script.transform.position;
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||||
instance.transform.rotation = script.transform.rotation;
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||||
Animator animator = instance.GetComponentInChildren<Animator>();
|
||||
bool isAnimator = animator != null;
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||||
if (!isAnimator || !animator.isHuman) {
|
||||
Debug.LogWarning("The demo character controller requires a Humanoid character.");
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return;
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||||
}
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||||
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||||
SkinnedMeshRenderer[] skinnedMeshRenders = instance.GetComponentsInChildren<SkinnedMeshRenderer>();
|
||||
foreach (SkinnedMeshRenderer s in skinnedMeshRenders) s.updateWhenOffscreen = true;
|
||||
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||||
// Unparent "Character Controller" from the "ThirdPersonPuppet"
|
||||
Transform oldRoot = script.transform.parent;
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||||
PuppetMaster oldPM = script.transform.parent.GetComponentInChildren<PuppetMaster>();
|
||||
RigidbodyInterpolation oldInterpolation = oldPM.muscles[0].joint.GetComponent<Rigidbody>().interpolation;
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||||
BehaviourBase[] behaviours = script.transform.parent.GetComponentsInChildren<BehaviourBase>();
|
||||
Camera camera = script.transform.parent.GetComponentInChildren<Camera>();
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||||
CameraController cameraController = null;
|
||||
if (camera != null) cameraController = camera.gameObject.GetComponent<CameraController>();
|
||||
LayerSetup layerSetup = oldPM.GetComponent<LayerSetup>();
|
||||
|
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script.transform.parent = null;
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||||
|
||||
// Delete the "Pilot"
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||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d86142a0934834027a39b8a2e105c009
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||||
timeCreated: 1452250930
|
||||
licenseType: Store
|
||||
MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +0,0 @@
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||||
fileFormatVersion: 2
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guid: dab395325550b7642aab381552be816e
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||||
folderAsset: yes
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timeCreated: 1478090994
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licenseType: Store
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DefaultImporter:
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -1,22 +0,0 @@
|
||||
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() {
|
||||
if (!Application.isPlaying) {
|
||||
monoScript = MonoScript.FromMonoBehaviour(script);
|
||||
int currentExecutionOrder = MonoImporter.GetExecutionOrder(monoScript);
|
||||
if (currentExecutionOrder != 10200) MonoImporter.SetExecutionOrder(monoScript, 10200);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: b4af31e5f2e82444d80e3b3020689f59
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||||
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MonoImporter:
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: c41cf13236c01a747b3dfb963402b3a0
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folderAsset: yes
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timeCreated: 1516620909
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
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fileFormatVersion: 2
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 7400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,72 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!91 &9100000
|
||||
AnimatorController:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Humanoid Baker Clip Sampler
|
||||
serializedVersion: 5
|
||||
m_AnimatorParameters: []
|
||||
m_AnimatorLayers:
|
||||
- serializedVersion: 5
|
||||
m_Name: Base Layer
|
||||
m_StateMachine: {fileID: 110737558}
|
||||
m_Mask: {fileID: 0}
|
||||
m_Motions: []
|
||||
m_Behaviours: []
|
||||
m_BlendingMode: 0
|
||||
m_SyncedLayerIndex: -1
|
||||
m_DefaultWeight: 0
|
||||
m_IKPass: 0
|
||||
m_SyncedLayerAffectsTiming: 0
|
||||
m_Controller: {fileID: 9100000}
|
||||
--- !u!1102 &110235224
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 1
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||||
m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Clip 1
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 1
|
||||
m_WriteDefaultValues: 1
|
||||
m_Mirror: 0
|
||||
m_SpeedParameterActive: 0
|
||||
m_MirrorParameterActive: 0
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{
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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);
|
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|
||||
// Set myself as IK target
|
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aimIK.solver.IKPosition = transform.position;
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}
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}
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}
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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;
|
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|
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void LateUpdate () {
|
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ik.solver.axis = ik.solver.transform.InverseTransformVector(ik.transform.rotation * animatedSwingDirection);
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}
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}
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}
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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;
|
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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()
|
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{
|
||||
// Store the position and rotation of the left hand relative to the right as animated
|
||||
leftHandPosRelToRight = rightHand.InverseTransformPoint(leftHand.position);
|
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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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}
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@@ -1,97 +0,0 @@
|
||||
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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fileFormatVersion: 2
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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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}
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text: 'This scene is an extension of the "Aim Swing" demo (take a look at it for
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Here I have added some basic
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Take a look at TerrainOffset.cs on the
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File diff suppressed because it is too large
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user