// Animancer // Copyright 2020 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.InverseKinematics { /// /// Records the positions and rotations of a set of objects so they can be returned later on. /// [AddComponentMenu(Strings.MenuPrefix + "Examples/Inverse Kinematics - Transform Resetter")] [HelpURL(Strings.APIDocumentationURL + ".Examples.InverseKinematics/TransformResetter")] public sealed class TransformResetter : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Transform[] _Transforms; private Vector3[] _StartingPositions; private Quaternion[] _StartingRotations; /************************************************************************************************************************/ private void Awake() { var count = _Transforms.Length; _StartingPositions = new Vector3[count]; _StartingRotations = new Quaternion[count]; for (int i = 0; i < count; i++) { var transform = _Transforms[i]; _StartingPositions[i] = transform.localPosition; _StartingRotations[i] = transform.localRotation; } } /************************************************************************************************************************/ // Called by a UI Button. // This method is not called Reset because that is a MonoBehaviour message (like Awake). // That would cause Unity to call it in Edit Mode when we first add this component. // And since the _StartingPositions would be null it would throw a NullReferenceException. public void ReturnToStartingValues() { for (int i = 0; i < _Transforms.Length; i++) { var transform = _Transforms[i]; transform.localPosition = _StartingPositions[i]; transform.localRotation = _StartingRotations[i]; } } /************************************************************************************************************************/ } }