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152 lines
5.0 KiB
C#
152 lines
5.0 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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public class LookAtController : MonoBehaviour {
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public LookAtIK ik;
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[Header("Target Smoothing")]
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[Tooltip("The target to look at. Do not use the Target transform that is assigned to LookAtIK. Set to null if you wish to stop looking.")]
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public Transform target;
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[Range(0f, 1f)] public float weight = 1f;
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public Vector3 offset;
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[Tooltip("The time it takes to switch targets.")]
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public float targetSwitchSmoothTime = 0.3f;
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[Tooltip("The time it takes to blend in/out of LookAtIK weight.")]
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public float weightSmoothTime = 0.3f;
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[Header("Turning Towards The Target")]
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[Tooltip("Enables smooth turning towards the target according to the parameters under this header.")]
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public bool smoothTurnTowardsTarget = true;
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[Tooltip("Speed of turning towards the target using Vector3.RotateTowards.")]
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public float maxRadiansDelta = 3f;
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[Tooltip("Speed of moving towards the target using Vector3.RotateTowards.")]
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public float maxMagnitudeDelta = 3f;
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[Tooltip("Speed of slerping towards the target.")]
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public float slerpSpeed = 3f;
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[Tooltip("The position of the pivot that the look at target is rotated around relative to the root of the character.")]
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public Vector3 pivotOffsetFromRoot = Vector3.up;
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[Tooltip("Minimum distance of looking from the first bone. Keeps the solver from failing if the target is too close.")]
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public float minDistance = 1f;
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[Header("RootRotation")]
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[Tooltip("Character root will be rotate around the Y axis to keep root forward within this angle from the look direction.")]
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[Range(0f, 180f)]
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public float maxRootAngle = 45f;
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private Transform lastTarget;
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private float switchWeight, switchWeightV;
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private float weightV;
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private Vector3 lastPosition;
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private Vector3 dir;
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private bool lastSmoothTowardsTarget;
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void Start() {
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lastPosition = ik.solver.IKPosition;
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dir = ik.solver.IKPosition - pivot;
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}
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void LateUpdate () {
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// If target has changed...
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if (target != lastTarget) {
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if (lastTarget == null && target != null && ik.solver.IKPositionWeight <= 0f) {
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lastPosition = target.position;
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dir = target.position - pivot;
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ik.solver.IKPosition = target.position + offset;
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} else {
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lastPosition = ik.solver.IKPosition;
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dir = ik.solver.IKPosition - pivot;
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}
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switchWeight = 0f;
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lastTarget = target;
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}
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// Smooth weight
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float targetWeight = target != null ? weight : 0f;
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ik.solver.IKPositionWeight = Mathf.SmoothDamp(ik.solver.IKPositionWeight, targetWeight, ref weightV, weightSmoothTime);
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if (ik.solver.IKPositionWeight >= 0.999f && targetWeight > ik.solver.IKPositionWeight) ik.solver.IKPositionWeight = 1f;
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if (ik.solver.IKPositionWeight <= 0.001f && targetWeight < ik.solver.IKPositionWeight) ik.solver.IKPositionWeight = 0f;
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if (ik.solver.IKPositionWeight <= 0f) return;
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// Smooth target switching
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switchWeight = Mathf.SmoothDamp(switchWeight, 1f, ref switchWeightV, targetSwitchSmoothTime);
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if (switchWeight >= 0.999f) switchWeight = 1f;
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if (target != null) {
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ik.solver.IKPosition = Vector3.Lerp(lastPosition, target.position + offset, switchWeight);
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}
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// Smooth turn towards target
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if (smoothTurnTowardsTarget != lastSmoothTowardsTarget) {
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dir = ik.solver.IKPosition - pivot;
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lastSmoothTowardsTarget = smoothTurnTowardsTarget;
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}
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if (smoothTurnTowardsTarget) {
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Vector3 targetDir = ik.solver.IKPosition - pivot;
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dir = Vector3.Slerp(dir, targetDir, Time.deltaTime * slerpSpeed);
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dir = Vector3.RotateTowards(dir, targetDir, Time.deltaTime * maxRadiansDelta, maxMagnitudeDelta);
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ik.solver.IKPosition = pivot + dir;
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}
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// Min distance from the pivot
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ApplyMinDistance();
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// Root rotation
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RootRotation();
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}
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// Pivot of rotating the aiming direction.
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private Vector3 pivot {
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get {
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return ik.transform.position + ik.transform.rotation * pivotOffsetFromRoot;
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}
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}
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// Make sure aiming target is not too close (might make the solver instable when the target is closer to the first bone than the last bone is).
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void ApplyMinDistance() {
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Vector3 aimFrom = pivot;
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Vector3 direction = (ik.solver.IKPosition - aimFrom);
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direction = direction.normalized * Mathf.Max(direction.magnitude, minDistance);
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ik.solver.IKPosition = aimFrom + direction;
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}
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// Character root will be rotate around the Y axis to keep root forward within this angle from the looking direction.
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private void RootRotation() {
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float max = Mathf.Lerp(180f, maxRootAngle, ik.solver.IKPositionWeight);
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if (max < 180f) {
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Vector3 faceDirLocal = Quaternion.Inverse(ik.transform.rotation) * (ik.solver.IKPosition - pivot);
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float angle = Mathf.Atan2(faceDirLocal.x, faceDirLocal.z) * Mathf.Rad2Deg;
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float rotation = 0f;
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if (angle > max) {
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rotation = angle - max;
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}
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if (angle < -max) {
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rotation = angle + max;
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}
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ik.transform.rotation = Quaternion.AngleAxis(rotation, ik.transform.up) * ik.transform.rotation;
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}
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}
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}
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}
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