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

34 lines
1.7 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using UnityEngine;
namespace Animancer.Examples.InverseKinematics
{
/// <summary>An object for a character to look at using Inverse Kinematics (IK).</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/IKPuppetLookTarget
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - IK Puppet Look Target")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(IKPuppetLookTarget))]
public sealed class IKPuppetLookTarget : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField, Range(0, 1)] private float _Weight = 1;
[SerializeField, Range(0, 1)] private float _BodyWeight = 0.3f;
[SerializeField, Range(0, 1)] private float _HeadWeight = 0.6f;
[SerializeField, Range(0, 1)] private float _EyesWeight = 1;
[SerializeField, Range(0, 1)] private float _ClampWeight = 0.5f;
/************************************************************************************************************************/
public void UpdateAnimatorIK(Animator animator)
{
animator.SetLookAtWeight(_Weight, _BodyWeight, _HeadWeight, _EyesWeight, _ClampWeight);
animator.SetLookAtPosition(transform.position);
}
/************************************************************************************************************************/
}
}