BITFALL/Assets/Plugins/Animancer/Examples/08 Inverse Kinematics/01 Puppet/TransformResetter.cs

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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.InverseKinematics
{
/// <summary>Records the positions and rotations of a set of objects so they can be returned later on.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/ik/puppet">Puppet</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/TransformResetter
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Transform Resetter")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(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];
}
}
/************************************************************************************************************************/
}
}