58 lines
2.6 KiB
C#
58 lines
2.6 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.InverseKinematics
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{
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/// <summary>Records the positions and rotations of a set of objects so they can be returned later on.</summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/ik/puppet">Puppet</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/TransformResetter
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Transform Resetter")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(TransformResetter))]
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public sealed class TransformResetter : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private Transform[] _Transforms;
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private Vector3[] _StartingPositions;
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private Quaternion[] _StartingRotations;
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/************************************************************************************************************************/
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private void Awake()
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{
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var count = _Transforms.Length;
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_StartingPositions = new Vector3[count];
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_StartingRotations = new Quaternion[count];
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for (int i = 0; i < count; i++)
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{
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var transform = _Transforms[i];
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_StartingPositions[i] = transform.localPosition;
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_StartingRotations[i] = transform.localRotation;
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}
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}
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/************************************************************************************************************************/
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// Called by a UI Button.
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// This method is not called Reset because that is a MonoBehaviour message (like Awake).
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// That would cause Unity to call it in Edit Mode when we first add this component.
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// And since the _StartingPositions would be null it would throw a NullReferenceException.
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public void ReturnToStartingValues()
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{
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for (int i = 0; i < _Transforms.Length; i++)
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{
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var transform = _Transforms[i];
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transform.localPosition = _StartingPositions[i];
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transform.localRotation = _StartingRotations[i];
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}
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}
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/************************************************************************************************************************/
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}
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}
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