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

37 lines
1.8 KiB
C#

// 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>An object for one of a character's limbs to aim 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/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);
}
/************************************************************************************************************************/
}
}