|
|
|
|
using UnityEngine;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
|
|
|
|
|
namespace RootMotion.FinalIK {
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Manages the execution order of IK components.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public class IKExecutionOrder : MonoBehaviour {
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// The IK components, assign in the order in which you wish to update them.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[Tooltip("The IK components, assign in the order in which you wish to update them.")]
|
|
|
|
|
public IK[] IKComponents;
|
|
|
|
|
|
|
|
|
|
[Tooltip("Optional. Assign it if you are using 'Animate Physics' as the Update Mode.")]
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Optional. Assign it if you are using 'Animate Physics' as the Update Mode.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public Animator animator;
|
|
|
|
|
|
|
|
|
|
private bool fixedFrame;
|
|
|
|
|
|
|
|
|
|
private bool animatePhysics {
|
|
|
|
|
get {
|
|
|
|
|
if (animator == null) return false;
|
|
|
|
|
return animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Disable the IK components
|
|
|
|
|
void Start() {
|
|
|
|
|
for (int i = 0; i < IKComponents.Length; i++) IKComponents[i].enabled = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fix Transforms in Normal update mode
|
|
|
|
|
void Update() {
|
|
|
|
|
if (animatePhysics) return;
|
|
|
|
|
|
|
|
|
|
FixTransforms ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fix Transforms in Animate Physics update mode
|
|
|
|
|
void FixedUpdate() {
|
|
|
|
|
fixedFrame = true;
|
|
|
|
|
|
|
|
|
|
if (animatePhysics) FixTransforms ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Update the IK components in a specific order
|
|
|
|
|
void LateUpdate() {
|
|
|
|
|
if (!animatePhysics || fixedFrame) {
|
|
|
|
|
for (int i = 0; i < IKComponents.Length; i++) {
|
|
|
|
|
IKComponents [i].GetIKSolver ().Update ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fixedFrame = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void FixTransforms() {
|
|
|
|
|
for (int i = 0; i < IKComponents.Length; i++) {
|
|
|
|
|
if (IKComponents[i].fixTransforms) IKComponents[i].GetIKSolver().FixTransforms();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|