// 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 { /// An object for one of a character's limbs to aim at using Inverse Kinematics (IK). /// Puppet /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/IKPuppetTarget /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - IK Puppet Target")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(IKPuppetTarget))] public sealed class IKPuppetTarget : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private AvatarIKGoal _Type; [SerializeField, Range(0, 1)] private float _PositionWeight = 1; [SerializeField, Range(0, 1)] private float _RotationWeight = 0; /************************************************************************************************************************/ public void UpdateAnimatorIK(Animator animator) { animator.SetIKPositionWeight(_Type, _PositionWeight); animator.SetIKRotationWeight(_Type, _RotationWeight); animator.SetIKPosition(_Type, transform.position); animator.SetIKRotation(_Type, transform.rotation); } /************************************************************************************************************************/ } }