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549 lines
21 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.Events;
namespace RootMotion.FinalIK {
/// <summary>
/// Object than the InteractionSystem can interact with.
/// </summary>
[HelpURL("https://www.youtube.com/watch?v=r5jiZnsDH3M")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Object")]
public class InteractionObject : MonoBehaviour {
// Open the User Manual URL
[ContextMenu("User Manual")]
void OpenUserManual()
{
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
}
// Open the Script Reference URL
[ContextMenu("Scrpt Reference")]
void OpenScriptReference()
{
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_object.html");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 1: BASICS)")]
void OpenTutorial1() {
Application.OpenURL("https://www.youtube.com/watch?v=r5jiZnsDH3M");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 2: PICKING UP...)")]
void OpenTutorial2() {
Application.OpenURL("https://www.youtube.com/watch?v=eP9-zycoHLk");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 3: ANIMATION)")]
void OpenTutorial3() {
Application.OpenURL("https://www.youtube.com/watch?v=sQfB2RcT1T4&index=14&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
// Open a video tutorial video
[ContextMenu("TUTORIAL VIDEO (PART 4: TRIGGERS)")]
void OpenTutorial4() {
Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
// Link to the Final IK Google Group
[ContextMenu("Support Group")]
void SupportGroup() {
Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
}
// Link to the Final IK Asset Store thread in the Unity Community
[ContextMenu("Asset Store Thread")]
void ASThread() {
Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
}
#region Main Interface
/// <summary>
/// Predefined interaction events for pausing, picking up, triggering animations and sending messages.
/// </summary>
[System.Serializable]
public class InteractionEvent {
/// <summary>
/// The time of the event since interaction start.
/// </summary>
[Tooltip("The time of the event since interaction start.")]
public float time;
/// <summary>
/// If true, the interaction will be paused on this event. The interaction can be resumed by InteractionSystem.ResumeInteraction() or InteractionSystem.ResumeAll;
/// </summary>
[Tooltip("If true, the interaction will be paused on this event. The interaction can be resumed by InteractionSystem.ResumeInteraction() or InteractionSystem.ResumeAll;")]
public bool pause;
/// <summary>
/// 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.
/// </summary>
[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.")]
public bool pickUp;
/// <summary>
/// The animations called on this event.
/// </summary>
[Tooltip("The animations called on this event.")]
public AnimatorEvent[] animations;
/// <summary>
/// The messages sent on this event using GameObject.SendMessage().
/// </summary>
[Tooltip("The messages sent on this event using GameObject.SendMessage().")]
public Message[] messages;
[TooltipAttribute("The UnityEvent to invoke on this event.")]
/// <summary>
/// The UnityEvent to invoke on this event.
/// </summary>
public UnityEvent unityEvent;
// Activates this event
public void Activate(Transform t) {
unityEvent.Invoke();
foreach (AnimatorEvent e in animations) e.Activate(pickUp);
foreach (Message m in messages) m.Send(t);
}
}
/// <summary>
/// Definition of a message sent by an InteractionEvent.
/// </summary>
[System.Serializable]
public class Message {
/// <summary>
/// The name of the function called.
/// </summary>
[Tooltip("The name of the function called.")]
public string function;
/// <summary>
/// The recipient game object.
/// </summary>
[Tooltip("The recipient game object.")]
public GameObject recipient;
private const string empty = "";
// Sends the message to the recipient
public void Send(Transform t) {
if (recipient == null) return;
if (function == string.Empty || function == empty) return;
recipient.SendMessage(function, t, SendMessageOptions.RequireReceiver);
}
}
/// <summary>
/// Calls an animation on an interaction event.
/// </summary>
[System.Serializable]
public class AnimatorEvent {
/// <summary>
/// The Animator component that will receive the AnimatorEvents.
/// </summary>
[Tooltip("The Animator component that will receive the AnimatorEvents.")]
public Animator animator;
/// <summary>
/// The Animation component that will receive the AnimatorEvents (Legacy).
/// </summary>
[Tooltip("The Animation component that will receive the AnimatorEvents (Legacy).")]
public Animation animation;
/// <summary>
/// The name of the animation state.
/// </summary>
[Tooltip("The name of the animation state.")]
public string animationState;
/// <summary>
/// The crossfading time.
/// </summary>
[Tooltip("The crossfading time.")]
public float crossfadeTime = 0.3f;
/// <summary>
/// The layer of the animation state (if using Legacy, the animation state will be forced to this layer).
/// </summary>
[Tooltip("The layer of the animation state (if using Legacy, the animation state will be forced to this layer).")]
public int layer;
/// <summary>
/// Should the animation always start from 0 normalized time?
/// </summary>
[Tooltip("Should the animation always start from 0 normalized time?")]
public bool resetNormalizedTime;
private const string empty = "";
// Activate the animation
public void Activate(bool pickUp) {
if (animator != null) {
// 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..."
if (pickUp) animator.applyRootMotion = false;
Activate(animator);
}
if (animation != null) Activate(animation);
}
// Activate a Mecanim animation
private void Activate(Animator animator) {
if (animationState == empty) return;
if (resetNormalizedTime) animator.CrossFade(animationState, crossfadeTime, layer, 0f);
else animator.CrossFade(animationState, crossfadeTime, layer);
}
// Activate a Legacy animation
private void Activate(Animation animation) {
if (animationState == empty) return;
if (resetNormalizedTime) animation[animationState].normalizedTime = 0f;
animation[animationState].layer = layer;
animation.CrossFade(animationState, crossfadeTime);
}
}
/// <summary>
/// A Weight curve for various FBBIK channels.
/// </summary>
[System.Serializable]
public class WeightCurve {
/// <summary>
/// The type of the weight curve
/// </summary>
[System.Serializable]
public enum Type {
PositionWeight, // IKEffector.positionWeight
RotationWeight, // IKEffector.rotationWeight
PositionOffsetX, // X offset from the interpolation direction relative to the character rotation
PositionOffsetY, // Y offse from the interpolation direction relative to the character rotation
PositionOffsetZ, // Z offset from the interpolation direction relative to the character rotation
Pull, // FBIKChain.pull
Reach, // FBIKChain.reach
RotateBoneWeight, // Rotating the bone after FBBIK is finished
Push, // FBIKChain.push
PushParent, // FBIKChain.pushParent
PoserWeight, // Weight of hand/generic Poser
BendGoalWeight // Weight of the bend goal
}
/// <summary>
/// The type of the curve (InteractionObject.WeightCurve.Type).
/// </summary>
[Tooltip("The type of the curve (InteractionObject.WeightCurve.Type).")]
public Type type;
/// <summary>
/// The weight curve.
/// </summary>
[Tooltip("The weight curve.")]
public AnimationCurve curve;
// Evaluate the curve at the specified time
public float GetValue(float timer) {
return curve.Evaluate(timer);
}
}
/// <summary>
/// Multiplies a weight curve and uses the result for another FBBIK channel. (to reduce the amount of work with AnimationCurves)
/// </summary>
[System.Serializable]
public class Multiplier {
/// <summary>
/// The curve type to multiply.
/// </summary>
[Tooltip("The curve type to multiply.")]
public WeightCurve.Type curve;
/// <summary>
/// The multiplier of the curve's value.
/// </summary>
[Tooltip("The multiplier of the curve's value.")]
public float multiplier = 1f;
/// <summary>
/// The resulting value will be applied to this channel.
/// </summary>
[Tooltip("The resulting value will be applied to this channel.")]
public WeightCurve.Type result;
// Get the multiplied value of the curve at the specified time
public float GetValue(WeightCurve weightCurve, float timer) {
return weightCurve.GetValue(timer) * multiplier;
}
}
/// <summary>
/// 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.
/// </summary>
[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.")]
public Transform otherLookAtTarget;
/// <summary>
/// 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.
/// </summary>
[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.")]
public Transform otherTargetsRoot;
/// <summary>
/// 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.
/// </summary>
[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.")]
public Transform positionOffsetSpace;
/// <summary>
/// The weight curves for the interaction.
/// </summary>
public WeightCurve[] weightCurves;
/// <summary>
/// The weight curve multipliers for the interaction.
/// </summary>
public Multiplier[] multipliers;
/// <summary>
/// The interaction events.
/// </summary>
public InteractionEvent[] events;
/// <summary>
/// Gets the length of the interaction (the longest curve).
/// </summary>
public float length { get; private set; }
/// <summary>
/// The last InteractionSystem that started an interaction with this InteractionObject.
/// </summary>
/// <value>The last used interaction system.</value>
public InteractionSystem lastUsedInteractionSystem { get; private set; }
/// <summary>
/// Call if you have changed the curves in play mode or added/removed InteractionTargets.
/// </summary>
public void Initiate() {
// Push length to the last weight curve key
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;
}
}
}