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using UnityEngine;
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using System.Collections;
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using UnityEngine.Events;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Object than the InteractionSystem can interact with.
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/// </summary>
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[HelpURL("https://www.youtube.com/watch?v=r5jiZnsDH3M")]
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[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Object")]
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public class InteractionObject : MonoBehaviour {
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// Open the User Manual URL
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[ContextMenu("User Manual")]
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void OpenUserManual()
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{
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
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}
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// Open the Script Reference URL
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[ContextMenu("Scrpt Reference")]
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void OpenScriptReference()
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{
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Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_object.html");
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}
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// Open a video tutorial video
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[ContextMenu("TUTORIAL VIDEO (PART 1: BASICS)")]
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void OpenTutorial1() {
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Application.OpenURL("https://www.youtube.com/watch?v=r5jiZnsDH3M");
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}
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// Open a video tutorial video
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[ContextMenu("TUTORIAL VIDEO (PART 2: PICKING UP...)")]
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void OpenTutorial2() {
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Application.OpenURL("https://www.youtube.com/watch?v=eP9-zycoHLk");
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}
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// Open a video tutorial video
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[ContextMenu("TUTORIAL VIDEO (PART 3: ANIMATION)")]
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void OpenTutorial3() {
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Application.OpenURL("https://www.youtube.com/watch?v=sQfB2RcT1T4&index=14&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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}
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// Open a video tutorial video
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[ContextMenu("TUTORIAL VIDEO (PART 4: TRIGGERS)")]
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void OpenTutorial4() {
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Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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}
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// Link to the Final IK Google Group
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[ContextMenu("Support Group")]
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void SupportGroup() {
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Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
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}
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// Link to the Final IK Asset Store thread in the Unity Community
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[ContextMenu("Asset Store Thread")]
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void ASThread() {
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Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
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}
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#region Main Interface
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/// <summary>
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/// Predefined interaction events for pausing, picking up, triggering animations and sending messages.
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/// </summary>
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[System.Serializable]
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public class InteractionEvent {
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/// <summary>
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/// The time of the event since interaction start.
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/// </summary>
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[Tooltip("The time of the event since interaction start.")]
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public float time;
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/// <summary>
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/// If true, the interaction will be paused on this event. The interaction can be resumed by InteractionSystem.ResumeInteraction() or InteractionSystem.ResumeAll;
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/// </summary>
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[Tooltip("If true, the interaction will be paused on this event. The interaction can be resumed by InteractionSystem.ResumeInteraction() or InteractionSystem.ResumeAll;")]
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public bool pause;
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/// <summary>
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/// If true, the object will be parented to the effector bone on this event. Note that picking up like this can be done by only a single effector at a time.
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/// If you wish to pick up an object with both hands, see the Interaction PickUp2Handed demo scene.
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/// </summary>
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[Tooltip("If true, the object will be parented to the effector bone on this event. Note that picking up like this can be done by only a single effector at a time. If you wish to pick up an object with both hands, see the Interaction PickUp2Handed demo scene.")]
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public bool pickUp;
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/// <summary>
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/// The animations called on this event.
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/// </summary>
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[Tooltip("The animations called on this event.")]
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public AnimatorEvent[] animations;
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/// <summary>
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/// The messages sent on this event using GameObject.SendMessage().
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/// </summary>
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[Tooltip("The messages sent on this event using GameObject.SendMessage().")]
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public Message[] messages;
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[TooltipAttribute("The UnityEvent to invoke on this event.")]
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/// <summary>
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/// The UnityEvent to invoke on this event.
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/// </summary>
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public UnityEvent unityEvent;
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// Activates this event
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public void Activate(Transform t) {
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unityEvent.Invoke();
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foreach (AnimatorEvent e in animations) e.Activate(pickUp);
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foreach (Message m in messages) m.Send(t);
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}
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}
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/// <summary>
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/// Definition of a message sent by an InteractionEvent.
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/// </summary>
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[System.Serializable]
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public class Message {
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/// <summary>
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/// The name of the function called.
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/// </summary>
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[Tooltip("The name of the function called.")]
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public string function;
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/// <summary>
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/// The recipient game object.
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/// </summary>
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[Tooltip("The recipient game object.")]
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public GameObject recipient;
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private const string empty = "";
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// Sends the message to the recipient
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public void Send(Transform t) {
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if (recipient == null) return;
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if (function == string.Empty || function == empty) return;
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recipient.SendMessage(function, t, SendMessageOptions.RequireReceiver);
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}
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}
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/// <summary>
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/// Calls an animation on an interaction event.
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/// </summary>
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[System.Serializable]
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public class AnimatorEvent {
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/// <summary>
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/// The Animator component that will receive the AnimatorEvents.
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/// </summary>
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[Tooltip("The Animator component that will receive the AnimatorEvents.")]
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public Animator animator;
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/// <summary>
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/// The Animation component that will receive the AnimatorEvents (Legacy).
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/// </summary>
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[Tooltip("The Animation component that will receive the AnimatorEvents (Legacy).")]
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public Animation animation;
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/// <summary>
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/// The name of the animation state.
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/// </summary>
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[Tooltip("The name of the animation state.")]
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public string animationState;
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/// <summary>
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/// The crossfading time.
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/// </summary>
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[Tooltip("The crossfading time.")]
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public float crossfadeTime = 0.3f;
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/// <summary>
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/// The layer of the animation state (if using Legacy, the animation state will be forced to this layer).
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/// </summary>
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[Tooltip("The layer of the animation state (if using Legacy, the animation state will be forced to this layer).")]
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public int layer;
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/// <summary>
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/// Should the animation always start from 0 normalized time?
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/// </summary>
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[Tooltip("Should the animation always start from 0 normalized time?")]
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public bool resetNormalizedTime;
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private const string empty = "";
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// Activate the animation
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public void Activate(bool pickUp) {
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if (animator != null) {
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// disable root motion because it may become a child of another Animator. Workaround for a Unity bug with an error message: "Transform.rotation on 'gameobject name' is no longer valid..."
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if (pickUp) animator.applyRootMotion = false;
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Activate(animator);
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}
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if (animation != null) Activate(animation);
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}
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// Activate a Mecanim animation
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private void Activate(Animator animator) {
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if (animationState == empty) return;
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if (resetNormalizedTime) animator.CrossFade(animationState, crossfadeTime, layer, 0f);
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else animator.CrossFade(animationState, crossfadeTime, layer);
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}
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// Activate a Legacy animation
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private void Activate(Animation animation) {
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if (animationState == empty) return;
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if (resetNormalizedTime) animation[animationState].normalizedTime = 0f;
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animation[animationState].layer = layer;
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animation.CrossFade(animationState, crossfadeTime);
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}
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}
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/// <summary>
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/// A Weight curve for various FBBIK channels.
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/// </summary>
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[System.Serializable]
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public class WeightCurve {
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/// <summary>
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/// The type of the weight curve
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/// </summary>
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[System.Serializable]
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public enum Type {
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PositionWeight, // IKEffector.positionWeight
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RotationWeight, // IKEffector.rotationWeight
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PositionOffsetX, // X offset from the interpolation direction relative to the character rotation
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PositionOffsetY, // Y offse from the interpolation direction relative to the character rotation
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PositionOffsetZ, // Z offset from the interpolation direction relative to the character rotation
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Pull, // FBIKChain.pull
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Reach, // FBIKChain.reach
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RotateBoneWeight, // Rotating the bone after FBBIK is finished
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Push, // FBIKChain.push
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PushParent, // FBIKChain.pushParent
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PoserWeight, // Weight of hand/generic Poser
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BendGoalWeight // Weight of the bend goal
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}
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/// <summary>
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/// The type of the curve (InteractionObject.WeightCurve.Type).
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/// </summary>
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[Tooltip("The type of the curve (InteractionObject.WeightCurve.Type).")]
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public Type type;
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/// <summary>
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/// The weight curve.
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/// </summary>
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[Tooltip("The weight curve.")]
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public AnimationCurve curve;
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// Evaluate the curve at the specified time
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public float GetValue(float timer) {
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return curve.Evaluate(timer);
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}
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}
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/// <summary>
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/// Multiplies a weight curve and uses the result for another FBBIK channel. (to reduce the amount of work with AnimationCurves)
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/// </summary>
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[System.Serializable]
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public class Multiplier {
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/// <summary>
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/// The curve type to multiply.
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/// </summary>
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[Tooltip("The curve type to multiply.")]
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public WeightCurve.Type curve;
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/// <summary>
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/// The multiplier of the curve's value.
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/// </summary>
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[Tooltip("The multiplier of the curve's value.")]
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public float multiplier = 1f;
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/// <summary>
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/// The resulting value will be applied to this channel.
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/// </summary>
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[Tooltip("The resulting value will be applied to this channel.")]
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public WeightCurve.Type result;
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// Get the multiplied value of the curve at the specified time
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public float GetValue(WeightCurve weightCurve, float timer) {
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return weightCurve.GetValue(timer) * multiplier;
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}
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}
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/// <summary>
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/// If the Interaction System has a 'Look At' LookAtIK component assigned, will use it to make the character look at the specified Transform. If unassigned, will look at this GameObject.
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/// </summary>
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[Tooltip("If the Interaction System has a 'Look At' LookAtIK component assigned, will use it to make the character look at the specified Transform. If unassigned, will look at this GameObject.")]
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public Transform otherLookAtTarget;
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/// <summary>
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/// The root Transform of the InteractionTargets. If null, will use this GameObject. GetComponentsInChildren<InteractionTarget>() will be used at initiation to find all InteractionTargets associated with this InteractionObject.
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/// </summary>
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[Tooltip("The root Transform of the InteractionTargets. If null, will use this GameObject. GetComponentsInChildren<InteractionTarget>() will be used at initiation to find all InteractionTargets associated with this InteractionObject.")]
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public Transform otherTargetsRoot;
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/// <summary>
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/// If assigned, all PositionOffset channels will be applied in the rotation space of this Transform. If not, they will be in the rotation space of the character.
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/// </summary>
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[Tooltip("If assigned, all PositionOffset channels will be applied in the rotation space of this Transform. If not, they will be in the rotation space of the character.")]
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public Transform positionOffsetSpace;
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/// <summary>
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/// The weight curves for the interaction.
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/// </summary>
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public WeightCurve[] weightCurves;
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/// <summary>
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/// The weight curve multipliers for the interaction.
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/// </summary>
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public Multiplier[] multipliers;
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/// <summary>
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/// The interaction events.
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/// </summary>
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public InteractionEvent[] events;
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/// <summary>
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/// Gets the length of the interaction (the longest curve).
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/// </summary>
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public float length { get; private set; }
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/// <summary>
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/// The last InteractionSystem that started an interaction with this InteractionObject.
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/// </summary>
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/// <value>The last used interaction system.</value>
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public InteractionSystem lastUsedInteractionSystem { get; private set; }
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/// <summary>
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/// Call if you have changed the curves in play mode or added/removed InteractionTargets.
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/// </summary>
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public void Initiate() {
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// Push length to the last weight curve key
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|
|
|
|
for (int i = 0; i < weightCurves.Length; i++) {
|
|
|
|
|
if (weightCurves[i].curve.length > 0) {
|
|
|
|
|
float l = weightCurves[i].curve.keys[weightCurves[i].curve.length - 1].time;
|
|
|
|
|
length = Mathf.Clamp(length, l, length);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Push length to the last event time
|
|
|
|
|
for (int i = 0; i < events.Length; i++) {
|
|
|
|
|
length = Mathf.Clamp(length, events[i].time, length);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
targets = targetsRoot.GetComponentsInChildren<InteractionTarget>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the look at target (returns otherLookAtTarget if not null).
|
|
|
|
|
/// </summary>
|
|
|
|
|
public Transform lookAtTarget {
|
|
|
|
|
get {
|
|
|
|
|
if (otherLookAtTarget != null) return otherLookAtTarget;
|
|
|
|
|
return transform;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the InteractionTarget of the specified effector type and InteractionSystem tag.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public InteractionTarget GetTarget(FullBodyBipedEffector effectorType, InteractionSystem interactionSystem) {
|
|
|
|
|
if (string.IsNullOrEmpty(interactionSystem.tag)) {
|
|
|
|
|
foreach (InteractionTarget target in targets) {
|
|
|
|
|
if (target.effectorType == effectorType) return target;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (InteractionTarget target in targets) {
|
|
|
|
|
if (target.effectorType == effectorType && target.CompareTag(interactionSystem.tag)) return target;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion Main Interface
|
|
|
|
|
|
|
|
|
|
// Returns true if the specified WeightCurve.Type is used by this InteractionObject
|
|
|
|
|
public bool CurveUsed(WeightCurve.Type type) {
|
|
|
|
|
foreach (WeightCurve curve in weightCurves) {
|
|
|
|
|
if (curve.type == type) return true;
|
|
|
|
|
}
|
|
|
|
|
foreach (Multiplier multiplier in multipliers) {
|
|
|
|
|
if (multiplier.result == type) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Returns all the InteractionTargets of this object
|
|
|
|
|
public InteractionTarget[] GetTargets() {
|
|
|
|
|
return targets;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Returns the InteractionTarget of effector type and tag
|
|
|
|
|
public Transform GetTarget(FullBodyBipedEffector effectorType, string tag) {
|
|
|
|
|
if (tag == string.Empty || tag == "") return GetTarget(effectorType);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < targets.Length; i++) {
|
|
|
|
|
if (targets[i].effectorType == effectorType && targets[i].CompareTag(tag)) return targets[i].transform;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return transform;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Called when interaction is started with this InteractionObject
|
|
|
|
|
public void OnStartInteraction(InteractionSystem interactionSystem) {
|
|
|
|
|
this.lastUsedInteractionSystem = interactionSystem;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Applies the weight curves and multipliers to the FBBIK solver
|
|
|
|
|
public void Apply(IKSolverFullBodyBiped solver, FullBodyBipedEffector effector, InteractionTarget target, float timer, float weight, bool isPaused) {
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < weightCurves.Length; i++) {
|
|
|
|
|
if (isPaused)
|
|
|
|
|
{
|
|
|
|
|
if (weightCurves[i].type == WeightCurve.Type.PositionOffsetX) continue;
|
|
|
|
|
if (weightCurves[i].type == WeightCurve.Type.PositionOffsetY) continue;
|
|
|
|
|
if (weightCurves[i].type == WeightCurve.Type.PositionOffsetZ) continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float mlp = target == null? 1f: target.GetValue(weightCurves[i].type);
|
|
|
|
|
|
|
|
|
|
Apply(solver, effector, weightCurves[i].type, weightCurves[i].GetValue(timer), weight * mlp);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < multipliers.Length; i++) {
|
|
|
|
|
if (isPaused)
|
|
|
|
|
{
|
|
|
|
|
if (multipliers[i].result == WeightCurve.Type.PositionOffsetX) continue;
|
|
|
|
|
if (multipliers[i].result == WeightCurve.Type.PositionOffsetY) continue;
|
|
|
|
|
if (multipliers[i].result == WeightCurve.Type.PositionOffsetZ) continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (multipliers[i].curve == multipliers[i].result) {
|
|
|
|
|
if (!Warning.logged) Warning.Log("InteractionObject Multiplier 'Curve' " + multipliers[i].curve.ToString() + "and 'Result' are the same.", transform);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int curveIndex = GetWeightCurveIndex(multipliers[i].curve);
|
|
|
|
|
|
|
|
|
|
if (curveIndex != -1) {
|
|
|
|
|
float mlp = target == null? 1f: target.GetValue(multipliers[i].result);
|
|
|
|
|
|
|
|
|
|
Apply(solver, effector, multipliers[i].result, multipliers[i].GetValue(weightCurves[curveIndex], timer), weight * mlp);
|
|
|
|
|
} else {
|
|
|
|
|
if (!Warning.logged) Warning.Log("InteractionObject Multiplier curve " + multipliers[i].curve.ToString() + "does not exist.", transform);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gets the value of a weight curve/multiplier
|
|
|
|
|
public float GetValue(WeightCurve.Type weightCurveType, InteractionTarget target, float timer) {
|
|
|
|
|
int index = GetWeightCurveIndex(weightCurveType);
|
|
|
|
|
|
|
|
|
|
if (index != -1) {
|
|
|
|
|
float mlp = target == null? 1f: target.GetValue(weightCurveType);
|
|
|
|
|
|
|
|
|
|
return weightCurves[index].GetValue(timer) * mlp;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < multipliers.Length; i++) {
|
|
|
|
|
if (multipliers[i].result == weightCurveType) {
|
|
|
|
|
|
|
|
|
|
int wIndex = GetWeightCurveIndex(multipliers[i].curve);
|
|
|
|
|
if (wIndex != -1) {
|
|
|
|
|
float mlp = target == null? 1f: target.GetValue(multipliers[i].result);
|
|
|
|
|
|
|
|
|
|
return multipliers[i].GetValue(weightCurves[wIndex], timer) * mlp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get the root Transform of the targets
|
|
|
|
|
public Transform targetsRoot {
|
|
|
|
|
get {
|
|
|
|
|
if (otherTargetsRoot != null) return otherTargetsRoot;
|
|
|
|
|
return transform;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private InteractionTarget[] targets = new InteractionTarget[0];
|
|
|
|
|
|
|
|
|
|
// Initiate this Interaction Object
|
|
|
|
|
void Start() {
|
|
|
|
|
Initiate();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Apply the curve to the specified solver, effector, with the value and weight.
|
|
|
|
|
private void Apply(IKSolverFullBodyBiped solver, FullBodyBipedEffector effector, WeightCurve.Type type, float value, float weight)
|
|
|
|
|
{
|
|
|
|
|
switch (type)
|
|
|
|
|
{
|
|
|
|
|
case WeightCurve.Type.PositionWeight:
|
|
|
|
|
solver.GetEffector(effector).positionWeight = Mathf.Lerp(solver.GetEffector(effector).positionWeight, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.RotationWeight:
|
|
|
|
|
solver.GetEffector(effector).rotationWeight = Mathf.Lerp(solver.GetEffector(effector).rotationWeight, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.PositionOffsetX:
|
|
|
|
|
Vector3 xOffset = (positionOffsetSpace != null ? positionOffsetSpace.rotation : solver.GetRoot().rotation) * Vector3.right * value;
|
|
|
|
|
solver.GetEffector(effector).position += xOffset * weight;
|
|
|
|
|
//solver.GetEffector(effector).positionOffset += xOffset;
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.PositionOffsetY:
|
|
|
|
|
Vector3 yOffset = (positionOffsetSpace != null ? positionOffsetSpace.rotation : solver.GetRoot().rotation) * Vector3.up * value;
|
|
|
|
|
solver.GetEffector(effector).position += yOffset * weight;
|
|
|
|
|
//solver.GetEffector(effector).positionOffset += yOffset;
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.PositionOffsetZ:
|
|
|
|
|
Vector3 zOffset = (positionOffsetSpace != null ? positionOffsetSpace.rotation : solver.GetRoot().rotation) * Vector3.forward * value;
|
|
|
|
|
solver.GetEffector(effector).position += zOffset * weight;
|
|
|
|
|
//solver.GetEffector(effector).positionOffset += zOffset;
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.Pull:
|
|
|
|
|
solver.GetChain(effector).pull = Mathf.Lerp(solver.GetChain(effector).pull, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.Reach:
|
|
|
|
|
solver.GetChain(effector).reach = Mathf.Lerp(solver.GetChain(effector).reach, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.Push:
|
|
|
|
|
solver.GetChain(effector).push = Mathf.Lerp(solver.GetChain(effector).push, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.PushParent:
|
|
|
|
|
solver.GetChain(effector).pushParent = Mathf.Lerp(solver.GetChain(effector).pushParent, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
case WeightCurve.Type.BendGoalWeight:
|
|
|
|
|
solver.GetChain(effector).bendConstraint.weight = Mathf.Lerp(solver.GetChain(effector).bendConstraint.weight, value, weight);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Gets the interaction target Transform
|
|
|
|
|
private Transform GetTarget(FullBodyBipedEffector effectorType) {
|
|
|
|
|
for (int i = 0; i < targets.Length; i++) {
|
|
|
|
|
if (targets[i].effectorType == effectorType) return targets[i].transform;
|
|
|
|
|
}
|
|
|
|
|
return transform;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get the index of a weight curve of type
|
|
|
|
|
private int GetWeightCurveIndex(WeightCurve.Type weightCurveType) {
|
|
|
|
|
for (int i = 0; i < weightCurves.Length; i++) {
|
|
|
|
|
if (weightCurves[i].type == weightCurveType) return i;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get the index of a multiplayer of type
|
|
|
|
|
private int GetMultiplierIndex(WeightCurve.Type weightCurveType) {
|
|
|
|
|
for (int i = 0; i < multipliers.Length; i++) {
|
|
|
|
|
if (multipliers[i].result == weightCurveType) return i;
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|