using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// Class for creating procedural FBBIK hit reactions. /// public class HitReaction : OffsetModifier { /// /// Hit point definition /// [System.Serializable] public abstract class HitPoint { [Tooltip("Just for visual clarity, not used at all")] public string name; [Tooltip("Linking this hit point to a collider")] public Collider collider; [Tooltip("Only used if this hit point gets hit when already processing another hit")] [SerializeField] float crossFadeTime = 0.1f; public bool inProgress { get { return timer < length; } } protected float crossFader { get; private set; } protected float timer { get; private set; } protected Vector3 force { get; private set; } private float length; private float crossFadeSpeed; private float lastTime; // Start processing the hit public virtual void Hit(Vector3 force, Vector3 point) { if (length == 0f) length = GetLength(); if (length <= 0f) { Debug.LogError("Hit Point WeightCurve length is zero."); return; } // Start crossfading if the last hit has not completed yet if (timer < 1f) crossFader = 0f; crossFadeSpeed = crossFadeTime > 0f? 1f / crossFadeTime: 0f; CrossFadeStart(); // Reset timer timer = 0f; // Remember hit direction and point this.force = force; } // Apply to IKSolverFullBodyBiped public void Apply(IKSolverFullBodyBiped solver, float weight) { float deltaTime = Time.time - lastTime; lastTime = Time.time; if (timer >= length) { return; } // Advance the timer timer = Mathf.Clamp(timer + deltaTime, 0f, length); // Advance the crossFader if (crossFadeSpeed > 0f) crossFader = Mathf.Clamp(crossFader + (deltaTime * crossFadeSpeed), 0f, 1f); else crossFader = 1f; // Pass this on to the hit points OnApply(solver, weight); } protected abstract float GetLength(); protected abstract void CrossFadeStart(); protected abstract void OnApply(IKSolverFullBodyBiped solver, float weight); } /// /// Hit Point for FBBIK effectors /// [System.Serializable] public class HitPointEffector: HitPoint { /// /// Linking a FBBIK effector to this effector hit point /// [System.Serializable] public class EffectorLink { [Tooltip("The FBBIK effector type")] public FullBodyBipedEffector effector; [Tooltip("The weight of this effector (could also be negative)")] public float weight; private Vector3 lastValue; private Vector3 current; // Apply an offset to this effector public void Apply(IKSolverFullBodyBiped solver, Vector3 offset, float crossFader) { current = Vector3.Lerp(lastValue, offset * weight, crossFader); solver.GetEffector(effector).positionOffset += current; } // Remember the current offset value, so we can smoothly crossfade from it public void CrossFadeStart() { lastValue = current; } } [Tooltip("Offset magnitude in the direction of the hit force")] public AnimationCurve offsetInForceDirection; // [Tooltip("Offset magnitude in the direction of character.up")] public AnimationCurve offsetInUpDirection; // [Tooltip("Linking this offset to the FBBIK effectors")] public EffectorLink[] effectorLinks; // Returns the length of this hit (last key in the AnimationCurves) protected override float GetLength() { float time1 = offsetInForceDirection.keys.Length > 0? offsetInForceDirection.keys[offsetInForceDirection.length - 1].time: 0f; float time2 = offsetInUpDirection.keys.Length > 0? offsetInUpDirection.keys[offsetInUpDirection.length - 1].time: 0f; return Mathf.Clamp(time1, time2, time1); } // Remember the current offset values for each effector, so we can smoothly crossfade from it protected override void CrossFadeStart() { foreach (EffectorLink e in effectorLinks) e.CrossFadeStart(); } // Calculate offset, apply to FBBIK effectors protected override void OnApply(IKSolverFullBodyBiped solver, float weight) { Vector3 up = solver.GetRoot().up * force.magnitude; Vector3 offset = (offsetInForceDirection.Evaluate(timer) * force) + (offsetInUpDirection.Evaluate(timer) * up); offset *= weight; foreach (EffectorLink e in effectorLinks) e.Apply(solver, offset, crossFader); } } /// /// Hit Point for simple bone Transforms that don't have a FBBIK effector /// [System.Serializable] public class HitPointBone: HitPoint { /// /// Linking a bone Transform to this bone hit point /// [System.Serializable] public class BoneLink { [Tooltip("Reference to the bone that this hit point rotates")] public Transform bone; [Tooltip("Weight of rotating the bone")] [Range(0f, 1f)] public float weight; private Quaternion lastValue = Quaternion.identity; private Quaternion current = Quaternion.identity; // Apply a rotational offset to this effector public void Apply(IKSolverFullBodyBiped solver, Quaternion offset, float crossFader) { current = Quaternion.Lerp(lastValue, Quaternion.Lerp(Quaternion.identity, offset, weight), crossFader); bone.rotation = current * bone.rotation; } // Remember the current offset value, so we can smoothly crossfade from it public void CrossFadeStart() { lastValue = current; } } [Tooltip("The angle to rotate the bone around its rigidbody's world center of mass")] public AnimationCurve aroundCenterOfMass; [Tooltip("Linking this hit point to bone(s)")] public BoneLink[] boneLinks; private Rigidbody rigidbody; private Vector3 comAxis; public override void Hit(Vector3 force, Vector3 point) { base.Hit(force, point); if (rigidbody == null) rigidbody = collider.GetComponent(); Vector3 com = rigidbody != null ? rigidbody.worldCenterOfMass : collider.transform.position; comAxis = Vector3.Cross(force, point - com); } // Returns the length of this hit (last key in the AnimationCurves) protected override float GetLength() { return aroundCenterOfMass.keys.Length > 0? aroundCenterOfMass.keys[aroundCenterOfMass.length - 1].time: 0f; } // Remember the current offset values for each bone, so we can smoothly crossfade from it protected override void CrossFadeStart() { foreach (BoneLink b in boneLinks) b.CrossFadeStart(); } // Calculate offset, apply to the bones protected override void OnApply(IKSolverFullBodyBiped solver, float weight) { float comValue = aroundCenterOfMass.Evaluate(timer) * weight; Quaternion offset = Quaternion.AngleAxis(comValue, comAxis); foreach (BoneLink b in boneLinks) b.Apply(solver, offset, crossFader); } } [Tooltip("Hit points for the FBBIK effectors")] public HitPointEffector[] effectorHitPoints; [Tooltip(" Hit points for bones without an effector, such as the head")] public HitPointBone[] boneHitPoints; /// /// Returns true if any of the hits are being processed. /// public bool inProgress { get { foreach (HitPointEffector h in effectorHitPoints) { if (h.inProgress) return true; } foreach (HitPointBone h in boneHitPoints) { if (h.inProgress) return true; } return false; } } // Called by IKSolverFullBody before updating protected override void OnModifyOffset() { foreach (HitPointEffector e in effectorHitPoints) e.Apply(ik.solver, weight); foreach (HitPointBone b in boneHitPoints) b.Apply(ik.solver, weight); } // Hit one of the hit points (defined by hit.collider) public void Hit(Collider collider, Vector3 force, Vector3 point) { if (ik == null) { Debug.LogError("No IK assigned in HitReaction"); return; } foreach (HitPointEffector e in effectorHitPoints) { if (e.collider == collider) e.Hit(force, point); } foreach (HitPointBone b in boneHitPoints) { if (b.collider == collider) b.Hit(force, point); } } } }