using UnityEngine; using System.Collections; using RootMotion; namespace RootMotion.FinalIK { /// /// Aim Poser returns a reference by direction. /// public class AimPoser : MonoBehaviour { /// /// the pose definition /// [System.Serializable] public class Pose { public bool visualize = true; // Show the direction and range of this pose in the scene view public string name; // the reference public Vector3 direction; // the direction of the pose public float yaw = 75f; // the yaw range public float pitch = 45f; // the pitch range private float angleBuffer; // Determines whether this Pose is in the specified direction. public bool IsInDirection(Vector3 d) { if (direction == Vector3.zero) return false; if (yaw <= 0 || pitch <= 0) return false; // Yaw if (yaw < 180f) { Vector3 directionYaw = new Vector3(direction.x, 0f, direction.z); if (directionYaw == Vector3.zero) directionYaw = Vector3.forward; Vector3 dYaw = new Vector3(d.x, 0f, d.z); float yawAngle = Vector3.Angle(dYaw, directionYaw); if (yawAngle > yaw + angleBuffer) return false; } // Pitch if (pitch >= 180f) return true; float directionPitch = Vector3.Angle(Vector3.up, direction); float dPitch = Vector3.Angle(Vector3.up, d); return Mathf.Abs(dPitch - directionPitch) < pitch + angleBuffer; } // Sets the angle buffer to prevent immediatelly switching back to the last pose if the angle should change a bit. public void SetAngleBuffer(float value) { angleBuffer = value; } } public float angleBuffer = 5f; // The angle buffer public Pose[] poses = new Pose[0]; // The array of poses. /// /// Gets the pose by direction. GetPose will go through the poses array and return the first pose that has the direction in range. /// public Pose GetPose(Vector3 localDirection) { if (poses.Length == 0) return null; for (int i = 0; i < poses.Length - 1; i++) if (poses[i].IsInDirection(localDirection)) return poses[i]; return poses[poses.Length - 1]; } /// /// Sets the pose active, increasing its angle buffer. /// public void SetPoseActive(Pose pose) { for (int i = 0; i < poses.Length; i++) { poses[i].SetAngleBuffer(poses[i] == pose? angleBuffer: 0f); } } } }