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128 lines
3.2 KiB
C#
128 lines
3.2 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace RootMotion {
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/// <summary>
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/// Manages solver initiation and updating
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/// </summary>
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public class SolverManager: MonoBehaviour {
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#region Main Interface
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/// <summary>
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/// If true, will fix all the Transforms used by the solver to their initial state in each Update. This prevents potential problems with unanimated bones and animator culling with a small cost of performance. Not recommended for CCD and FABRIK solvers.
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/// </summary>
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[Tooltip("If true, will fix all the Transforms used by the solver to their initial state in each Update. This prevents potential problems with unanimated bones and animator culling with a small cost of performance. Not recommended for CCD and FABRIK solvers.")]
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public bool fixTransforms = true;
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/// <summary>
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/// [DEPRECATED] Use "enabled = false" instead.
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/// </summary>
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public void Disable() {
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Debug.Log("IK.Disable() is deprecated. Use enabled = false instead", transform);
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enabled = false;
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}
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#endregion Main
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protected virtual void InitiateSolver() {}
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protected virtual void UpdateSolver() {}
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protected virtual void FixTransforms() {}
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private Animator animator;
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private Animation legacy;
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private bool updateFrame;
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private bool componentInitiated;
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void OnDisable() {
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if (!Application.isPlaying) return;
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Initiate();
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}
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void Start() {
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Initiate();
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}
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private bool animatePhysics {
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get {
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if (animator != null) return animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
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if (legacy != null) return legacy.animatePhysics;
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return false;
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}
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}
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private void Initiate() {
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if (componentInitiated) return;
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FindAnimatorRecursive(transform, true);
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InitiateSolver();
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componentInitiated = true;
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}
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void Update() {
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if (skipSolverUpdate) return;
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if (animatePhysics) return;
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if (fixTransforms) FixTransforms();
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}
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// Finds the first Animator/Animation up the hierarchy
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private void FindAnimatorRecursive(Transform t, bool findInChildren) {
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if (isAnimated) return;
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animator = t.GetComponent<Animator>();
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legacy = t.GetComponent<Animation>();
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if (isAnimated) return;
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if (animator == null && findInChildren) animator = t.GetComponentInChildren<Animator>();
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if (legacy == null && findInChildren) legacy = t.GetComponentInChildren<Animation>();
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if (!isAnimated && t.parent != null) FindAnimatorRecursive(t.parent, false);
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}
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private bool isAnimated {
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get {
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return animator != null || legacy != null;
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}
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}
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// Workaround hack for the solver to work with animatePhysics
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void FixedUpdate() {
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if (skipSolverUpdate) {
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skipSolverUpdate = false;
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}
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updateFrame = true;
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if (animatePhysics && fixTransforms) FixTransforms();
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}
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// Updating
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void LateUpdate() {
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if (skipSolverUpdate) return;
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// Check if either animatePhysics is false or FixedUpdate has been called
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if (!animatePhysics) updateFrame = true;
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if (!updateFrame) return;
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updateFrame = false;
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UpdateSolver();
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}
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// This enables other scripts to update the Animator on in FixedUpdate and the solvers with it
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private bool skipSolverUpdate;
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public void UpdateSolverExternal() {
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if (!enabled) return;
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skipSolverUpdate = true;
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UpdateSolver();
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}
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}
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}
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