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CrowdControl/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/IKPuppet.cs

51 lines
2.0 KiB
C#

// 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
{
/// <summary>
/// Demonstrates how to use Unity's Inverse Kinematics (IK) system to move a character's limbs.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Inverse Kinematics - IK Puppet")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.InverseKinematics/IKPuppet")]
public sealed class IKPuppet : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private Transform _BodyTarget;
[SerializeField] private IKPuppetLookTarget _LookTarget;
[SerializeField] private IKPuppetTarget[] _IKTargets;
/************************************************************************************************************************/
private void Awake()
{
// Enable the OnAnimatorIK message.
_Animancer.Layers[0].ApplyAnimatorIK = true;
}
/************************************************************************************************************************/
#pragma warning disable IDE0060 // Remove unused parameter.
private void OnAnimatorIK(int layerIndex)
#pragma warning restore IDE0060 // Remove unused parameter.
{
_Animancer.Animator.bodyPosition = _BodyTarget.position;
_Animancer.Animator.bodyRotation = _BodyTarget.rotation;
_LookTarget.UpdateAnimatorIK(_Animancer.Animator);
for (int i = 0; i < _IKTargets.Length; i++)
{
_IKTargets[i].UpdateAnimatorIK(_Animancer.Animator);
}
}
/************************************************************************************************************************/
}
}