using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Offsets the transform from its (animated) position. /// [System.Serializable] public class ConstraintPositionOffset : Constraint { #region Main Interface /// /// The position offset in world space. /// public Vector3 offset; public override void UpdateConstraint() { if (weight <= 0) return; if (!isValid) return; // Initiating if (!initiated) { // Storing default values defaultLocalPosition = transform.localPosition; lastLocalPosition = transform.localPosition; initiated = true; } // Check if position has changed. If true, set default local position to current. if (positionChanged) defaultLocalPosition = transform.localPosition; // Offsetting the position transform.localPosition = defaultLocalPosition; transform.position += offset * weight; // Store the current local position to check if it has changed in the next update. lastLocalPosition = transform.localPosition; } #endregion Main Interface public ConstraintPositionOffset() {} public ConstraintPositionOffset(Transform transform) { this.transform = transform; } private Vector3 defaultLocalPosition, lastLocalPosition; private bool initiated; /* * Check if position has been changed by animation or any other external script. * If not, consider the object to be static and offset only from the default rotation. * */ private bool positionChanged { get { return transform.localPosition != lastLocalPosition; } } } }