add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,567 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class IKFootSystem : OnAnimatorIKComponent
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{
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[Header ("Main Settings")]
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[Space]
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public bool IKFootSystemEnabled = true;
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public LayerMask layerMask;
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[Space]
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public float IKWeightEnabledSpeed = 10;
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public float IKWeightDisabledSpeed = 2;
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public float extraFootOffset = 0.005f;
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public float minSurfaceAngleToUseIKFoot = 0.1f;
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public float maxSurfaceAngleToUseIKFoot = 0;
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[Space]
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[Header ("Hips Settings")]
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[Space]
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//public bool adjustHipsPositionEnabled = true;
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public float hipsMovementSpeed = 1.2f;
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public float hipsPositionUpClampAmount = 0.2f;
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public float hipsPositionDownClampAmount = -0.2f;
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public float hipsPositionUpMovingClampAmount = 0.2f;
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public float hipsPositionDownMovingClampAmount = -0.2f;
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[Space]
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[Header ("Other Settings")]
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[Space]
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public bool disableComponentIfIKSystemNotEnabledOnStart = true;
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[Space]
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[Header ("Leg Info List Settings")]
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[Space]
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public List<legInfo> legInfoList = new List<legInfo> ();
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[Space]
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[Header ("Debug")]
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[Space]
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public bool canUseIkFoot;
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public bool IKFootPaused;
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public bool removeIKValue;
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public float currentSurfaceAngle;
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public bool fullBodyAwarenessActive;
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public bool canAdjustHipsPosition = true;
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public Vector3 hipsPosition;
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[Space]
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[Header ("Components")]
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[Space]
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public playerController playerControllerManager;
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public Animator mainAnimator;
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public Transform playerTransform;
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public Transform hips;
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float newHipsOffset;
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bool usingIKFootPreviously;
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float currentHipsOffset;
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bool playerOnGround;
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bool currentLegIsRight;
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RaycastHit hit;
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legInfo currentLegInfo;
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float currentRaycastDistance;
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float currentAdjustmentSpeed;
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Vector3 currentRaycastPosition;
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float newRaycastDistance;
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float newOffset;
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Vector3 newFootPosition;
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Quaternion newFootRotation;
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float targetWeight;
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Vector3 localFootPosition;
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Vector3 newKneePosition;
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bool initialPositionAssigned;
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Vector3 newRaycastPosition;
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Vector3 newLocalHipsPosition;
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bool playerIsMoving;
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bool checkRaycast;
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int i;
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Vector3 currentTransfrormUp;
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Vector3 currentGravityNormal;
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float currentWeightToApply;
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AvatarIKGoal currentIKGoal;
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AvatarIKHint currenIKHint;
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float minIKValue = 0.001f;
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Vector3 rightFootHitPoint;
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Vector3 leftFootHitPoint;
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bool fullBodyAwarenessActiveChecked;
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void Start ()
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{
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calculateInitialFootValues ();
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}
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public void calculateInitialFootValues ()
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{
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for (i = 0; i < 2; i++) {
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currentLegInfo = legInfoList [i];
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if (currentLegInfo.useCustomOffset) {
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currentLegInfo.offset = currentLegInfo.customOffset;
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} else {
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currentLegInfo.offset = playerTransform.InverseTransformPoint (currentLegInfo.foot.position).y;
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}
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if (currentLegInfo.useCustomMaxLegLength) {
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currentLegInfo.maxLegLength = currentLegInfo.customMaxLegLength;
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} else {
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currentLegInfo.maxLegLength = playerTransform.InverseTransformPoint (currentLegInfo.lowerLeg.position).y;
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}
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}
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hipsPosition = hips.position;
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if (disableComponentIfIKSystemNotEnabledOnStart) {
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if (!IKFootSystemEnabled) {
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enabled = false;
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}
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}
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}
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void LateUpdate ()
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{
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if (!IKFootSystemEnabled) {
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return;
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}
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canUseIkFoot = true;
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if (playerControllerManager.isPlayerDead () ||
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playerControllerManager.isPlayerDriving () ||
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playerControllerManager.isPlayerOnFirstPerson () ||
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(playerControllerManager.isPlayerOnFFOrZeroGravityModeOn () && !playerControllerManager.isPlayerOnGround ()) ||
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playerControllerManager.isUsingJetpack () ||
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playerControllerManager.isFlyingActive () ||
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playerControllerManager.isSwimModeActive () ||
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playerControllerManager.isMovingOnPlatformActive ()) {
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canUseIkFoot = false;
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}
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if (usingIKFootPreviously != canUseIkFoot) {
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if (!usingIKFootPreviously) {
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hipsPosition = playerTransform.InverseTransformPoint (hips.position);
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}
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usingIKFootPreviously = canUseIkFoot;
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}
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if (!canUseIkFoot) {
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return;
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}
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fullBodyAwarenessActive = playerControllerManager.isFullBodyAwarenessActive ();
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if (fullBodyAwarenessActive) {
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if (!fullBodyAwarenessActiveChecked) {
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canAdjustHipsPosition = false;
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fullBodyAwarenessActiveChecked = true;
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}
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} else {
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if (fullBodyAwarenessActiveChecked) {
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canAdjustHipsPosition = true;
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fullBodyAwarenessActiveChecked = false;
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}
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}
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//&& adjustHipsPositionEnabled
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if (canAdjustHipsPosition) {
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hips.position = playerTransform.TransformPoint (hipsPosition);
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}
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if (!initialPositionAssigned) {
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initialPositionAssigned = true;
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}
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}
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public override void updateOnAnimatorIKState ()
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{
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if (!IKFootSystemEnabled) {
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return;
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}
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if (!canUseIkFoot) {
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return;
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}
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playerOnGround = playerControllerManager.isPlayerOnGround ();
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newHipsOffset = 0f;
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currentTransfrormUp = playerTransform.up;
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if (playerOnGround) {
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for (i = 0; i < 2; i++) {
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currentLegInfo = legInfoList [i];
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//raycast from the foot
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currentRaycastPosition = getNewRaycastPosition (currentLegInfo.foot.position, currentLegInfo.lowerLeg.position, out currentRaycastDistance);
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newRaycastDistance = currentRaycastDistance + currentLegInfo.offset + currentLegInfo.maxLegLength - (extraFootOffset * 2);
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checkRaycast = true;
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if (float.IsNaN (currentRaycastPosition.x) && float.IsNaN (currentRaycastPosition.y) && float.IsNaN (currentRaycastPosition.z)) {
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checkRaycast = false;
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}
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if (checkRaycast) {
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if (Physics.Raycast (currentRaycastPosition, -currentTransfrormUp, out hit, newRaycastDistance, layerMask)) {
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currentLegInfo.raycastDistance = currentRaycastDistance;
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currentLegInfo.surfaceDistance = hit.distance;
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currentLegInfo.surfacePoint = hit.point;
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currentLegInfo.surfaceNormal = hit.normal;
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} else {
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currentLegInfo.surfaceDistance = float.MaxValue;
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}
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} else {
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currentLegInfo.surfaceDistance = float.MaxValue;
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}
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//raycast from the toe, if a closer object is found, the raycast used is the one in the toe
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currentRaycastPosition = getNewRaycastPosition (currentLegInfo.toes.position, currentLegInfo.lowerLeg.position, out currentRaycastDistance);
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newRaycastDistance = currentRaycastDistance + currentLegInfo.offset + currentLegInfo.maxLegLength - (extraFootOffset * 2);
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checkRaycast = true;
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if (float.IsNaN (currentRaycastPosition.x) && float.IsNaN (currentRaycastPosition.y) && float.IsNaN (currentRaycastPosition.z)) {
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checkRaycast = false;
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}
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if (checkRaycast) {
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if (Physics.Raycast (currentRaycastPosition, -currentTransfrormUp, out hit, newRaycastDistance, layerMask)) {
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if (hit.distance < currentLegInfo.surfaceDistance && hit.normal == currentTransfrormUp) {
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currentLegInfo.raycastDistance = currentRaycastDistance;
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currentLegInfo.surfaceDistance = hit.distance;
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currentLegInfo.surfacePoint = hit.point;
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currentLegInfo.surfaceNormal = hit.normal;
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}
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}
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}
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//Debug.DrawLine (currentRaycastPosition, currentRaycastPosition + playerTransform.up * 4, Color.red, 3);
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if (currentLegInfo.surfaceDistance != float.MaxValue) {
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newOffset = currentLegInfo.surfaceDistance - currentLegInfo.raycastDistance - playerTransform.InverseTransformPoint (currentLegInfo.foot.position).y;
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if (newOffset > newHipsOffset) {
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newHipsOffset = newOffset;
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}
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}
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if (currentIKGoal == AvatarIKGoal.RightFoot) {
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rightFootHitPoint = currentLegInfo.surfacePoint;
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} else {
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leftFootHitPoint = currentLegInfo.surfacePoint;
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}
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}
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}
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playerIsMoving = playerControllerManager.isPlayerMoving (0);
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if (playerIsMoving) {
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newHipsOffset = Mathf.Clamp (newHipsOffset, hipsPositionDownMovingClampAmount, hipsPositionUpMovingClampAmount);
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} else {
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newHipsOffset = Mathf.Clamp (newHipsOffset, hipsPositionDownClampAmount, hipsPositionUpClampAmount);
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}
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if (IKFootPaused) {
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newHipsOffset = 0;
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}
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//set hips position
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if (initialPositionAssigned) {
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currentHipsOffset = Mathf.Lerp (currentHipsOffset, newHipsOffset, hipsMovementSpeed * Time.fixedDeltaTime);
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} else {
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currentHipsOffset = newHipsOffset;
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}
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hipsPosition = playerTransform.InverseTransformPoint (hips.position);
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hipsPosition.y -= currentHipsOffset;
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currentGravityNormal = playerControllerManager.getCurrentNormal ();
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//set position and rotation on player's feet
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for (i = 0; i < 2; i++) {
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currentLegInfo = legInfoList [i];
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currentIKGoal = currentLegInfo.IKGoal;
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newFootPosition = mainAnimator.GetIKPosition (currentIKGoal);
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newFootRotation = mainAnimator.GetIKRotation (currentIKGoal);
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targetWeight = currentLegInfo.IKWeight - 1;
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currentAdjustmentSpeed = IKWeightDisabledSpeed;
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if (playerOnGround) {
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if (currentLegInfo.surfaceDistance != float.MaxValue) {
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if (playerTransform.InverseTransformDirection (newFootPosition - currentLegInfo.surfacePoint).y - currentLegInfo.offset - extraFootOffset - currentHipsOffset < 0) {
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localFootPosition = playerTransform.InverseTransformPoint (newFootPosition);
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localFootPosition.y = playerTransform.InverseTransformPoint (currentLegInfo.surfacePoint).y;
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newFootPosition = playerTransform.TransformPoint (localFootPosition) +
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(currentLegInfo.offset + currentHipsOffset - extraFootOffset) * currentTransfrormUp;
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newFootRotation = Quaternion.LookRotation (Vector3.Cross (currentLegInfo.surfaceNormal, newFootRotation * -Vector3.right), currentTransfrormUp);
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targetWeight = currentLegInfo.IKWeight + 1;
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currentAdjustmentSpeed = IKWeightEnabledSpeed;
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}
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}
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}
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removeIKValue = false;
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if (IKFootPaused) {
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removeIKValue = true;
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}
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if (!removeIKValue) {
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currentSurfaceAngle = playerControllerManager.getCurrentSurfaceHitAngle ();
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if (currentSurfaceAngle < minSurfaceAngleToUseIKFoot) {
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removeIKValue = true;
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}
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if (maxSurfaceAngleToUseIKFoot > 0) {
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if (Mathf.Abs (currentSurfaceAngle) > maxSurfaceAngleToUseIKFoot) {
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removeIKValue = true;
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}
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}
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}
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if (!removeIKValue) {
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if (!playerIsMoving && currentLegInfo.surfaceNormal == currentGravityNormal) {
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float footHeightDifference = Mathf.Abs (playerTransform.InverseTransformPoint (leftFootHitPoint).y) -
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Mathf.Abs (playerTransform.InverseTransformPoint (rightFootHitPoint).y);
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if (Mathf.Abs (footHeightDifference) < 0.02f) {
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removeIKValue = true;
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}
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}
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}
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if (removeIKValue) {
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targetWeight = 0;
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}
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if (initialPositionAssigned) {
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currentLegInfo.IKWeight = Mathf.Clamp01 (Mathf.Lerp (currentLegInfo.IKWeight, targetWeight, currentAdjustmentSpeed * Time.fixedDeltaTime));
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} else {
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currentLegInfo.IKWeight = Mathf.Clamp01 (targetWeight);
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}
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currentWeightToApply = currentLegInfo.IKWeight;
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if (currentWeightToApply >= minIKValue) {
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mainAnimator.SetIKPosition (currentIKGoal, newFootPosition);
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mainAnimator.SetIKRotation (currentIKGoal, newFootRotation);
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mainAnimator.SetIKPositionWeight (currentIKGoal, currentWeightToApply);
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mainAnimator.SetIKRotationWeight (currentIKGoal, currentWeightToApply);
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}
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if (currentLegInfo.useKneeIK) {
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if (!playerIsMoving || !currentLegInfo.adjustOnlyWhenNotMoving) {
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currenIKHint = currentLegInfo.IKHint;
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newKneePosition = mainAnimator.GetIKHintPosition (currenIKHint);
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newKneePosition += (currentLegInfo.kneeOffset.x * playerTransform.right) +
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(currentLegInfo.kneeOffset.y * playerTransform.up) +
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(currentLegInfo.kneeOffset.z * playerTransform.forward);
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if (currentLegInfo.useLerpForIKHintWeight) {
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currentLegInfo.currentIKHintWeight = Mathf.Clamp01 (Mathf.Lerp (currentLegInfo.currentIKHintWeight,
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currentWeightToApply, currentLegInfo.lerpSpeedForIKHintWeight * Time.fixedDeltaTime));
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} else {
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currentLegInfo.currentIKHintWeight = currentWeightToApply;
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}
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currentLegInfo.currentIKHintWeight *= currentLegInfo.IKHintWeightMultiplier;
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if (removeIKValue) {
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currentLegInfo.currentIKHintWeight = 0;
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}
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mainAnimator.SetIKHintPositionWeight (currenIKHint, currentLegInfo.currentIKHintWeight);
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mainAnimator.SetIKHintPosition (currenIKHint, newKneePosition);
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}
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}
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}
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}
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public Vector3 getNewRaycastPosition (Vector3 targetTransformPosition, Vector3 lowerLegPosition, out float newDistance)
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{
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newRaycastPosition = playerTransform.InverseTransformPoint (targetTransformPosition);
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newLocalHipsPosition = playerTransform.InverseTransformPoint (lowerLegPosition);
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newDistance = (newLocalHipsPosition.y - newRaycastPosition.y);
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newRaycastPosition.y = newLocalHipsPosition.y;
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return playerTransform.TransformPoint (newRaycastPosition);
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}
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public void setIKFootPausedState (bool state)
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{
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IKFootPaused = state;
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}
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public void setLegsInfo (Transform newHips, Transform rightLowerLeg, Transform leftLowerLeg, Transform rightFoot, Transform leftFoot, Transform rightToes, Transform leftToes)
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{
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hips = newHips;
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for (i = 0; i < legInfoList.Count; i++) {
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if (legInfoList [i].IKGoal == AvatarIKGoal.RightFoot) {
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legInfoList [i].lowerLeg = rightLowerLeg;
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legInfoList [i].foot = rightFoot;
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legInfoList [i].toes = rightToes;
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} else {
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legInfoList [i].lowerLeg = leftLowerLeg;
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legInfoList [i].foot = leftFoot;
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legInfoList [i].toes = leftToes;
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}
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}
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updateComponent ();
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}
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public void setIKFootSystemEnabledState (bool state)
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{
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IKFootSystemEnabled = state;
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if (IKFootSystemEnabled && disableComponentIfIKSystemNotEnabledOnStart) {
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if (Application.isPlaying) {
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if (!enabled) {
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enabled = true;
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}
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}
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}
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}
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public void setIKFootSystemEnabledStateFromEditor (bool state)
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{
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setIKFootSystemEnabledState (state);
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updateComponent ();
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}
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public void updateComponent ()
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{
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GKC_Utils.updateComponent (this);
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}
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[System.Serializable]
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public class legInfo
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{
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[Header ("Main Settings")]
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[Space]
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||||
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public string Name;
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public AvatarIKGoal IKGoal;
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[Space]
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public Transform lowerLeg;
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public Transform foot;
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public Transform toes;
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[Space]
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[Header ("Other Settings")]
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||||
[Space]
|
||||
|
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public bool useCustomOffset;
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public float customOffset;
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||||
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[Space]
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||||
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public bool useCustomMaxLegLength;
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public float customMaxLegLength;
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[Space]
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[Header ("Knee Settings")]
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||||
[Space]
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||||
|
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public bool useKneeIK;
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public AvatarIKHint IKHint;
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public Vector3 kneeOffset;
|
||||
public bool adjustOnlyWhenNotMoving;
|
||||
|
||||
public float IKHintWeightMultiplier = 1;
|
||||
|
||||
public bool useLerpForIKHintWeight;
|
||||
public float lerpSpeedForIKHintWeight;
|
||||
|
||||
[Space]
|
||||
[Header ("Debug")]
|
||||
[Space]
|
||||
|
||||
public float IKWeight;
|
||||
public float offset;
|
||||
public float maxLegLength;
|
||||
public float raycastDistance;
|
||||
public float surfaceDistance;
|
||||
public Vector3 surfacePoint;
|
||||
public Vector3 surfaceNormal;
|
||||
|
||||
[Space]
|
||||
[Space]
|
||||
|
||||
public float currentIKHintWeight;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92dee05715eb2d342a993d775438908c
|
||||
timeCreated: 1548926669
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Player/Animator IK/IKFootSystem.cs
|
||||
uploadId: 814740
|
||||
2203
Assets/Game Kit Controller/Scripts/Player/Animator IK/IKSystem.cs
Normal file
2203
Assets/Game Kit Controller/Scripts/Player/Animator IK/IKSystem.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e7b3304a7d85fff42a88d74355f0f2f2
|
||||
timeCreated: 1457548976
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Player/Animator IK/IKSystem.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,55 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class OnAnimatorIKComponent : MonoBehaviour
|
||||
{
|
||||
public bool updateIKEnabled = true;
|
||||
|
||||
public virtual void updateOnAnimatorIKState ()
|
||||
{
|
||||
if (!updateIKEnabled) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void setUpdateIKEnabledState (bool state)
|
||||
{
|
||||
updateIKEnabled = state;
|
||||
}
|
||||
|
||||
public bool isUpdateIKEnabled ()
|
||||
{
|
||||
return updateIKEnabled;
|
||||
}
|
||||
|
||||
public virtual void setActiveState (bool state)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void enableBothHands ()
|
||||
{
|
||||
enableOrDisableRightOrLeftHand (true, false, true);
|
||||
}
|
||||
|
||||
public virtual void enableOnlyLeftHand ()
|
||||
{
|
||||
enableOrDisableRightOrLeftHand (true, false, false);
|
||||
}
|
||||
|
||||
public virtual void enableOnlyRightHand ()
|
||||
{
|
||||
enableOrDisableRightOrLeftHand (true, true, false);
|
||||
}
|
||||
|
||||
public virtual void enableOrDisableRightOrLeftHand (bool state, bool isRightHand, bool setStateOnBothHands)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public virtual void setCharacterElements (GameObject newCharacter)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5d9fd7fda0983a4a8ae9ff8f4009681
|
||||
timeCreated: 1626186969
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Player/Animator IK/OnAnimatorIKComponent.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,445 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class handsOnMeleeWeaponIKSystem : OnAnimatorIKComponent
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public bool adjustHandsEnabled = true;
|
||||
|
||||
public float weightLerpSpeed = 6;
|
||||
|
||||
public float busyBodyPartWeightLerpSpeed = 3;
|
||||
|
||||
public float minWaitTimeToActiveHands = 0.3f;
|
||||
|
||||
[Space]
|
||||
[Header ("Hands Info List Settings")]
|
||||
[Space]
|
||||
|
||||
public List<handInfo> handInfoList = new List<handInfo> ();
|
||||
|
||||
[Space]
|
||||
[Header ("Debug")]
|
||||
[Space]
|
||||
|
||||
public bool showDebugPrint;
|
||||
public bool handsOnMeleeActive;
|
||||
|
||||
public bool usingHands;
|
||||
|
||||
public bool isBusy;
|
||||
|
||||
public bool adjustHandsPaused;
|
||||
|
||||
public bool smoothBusyDisableActive;
|
||||
|
||||
public bool handsCheckPausedWithDelayActive;
|
||||
|
||||
[Space]
|
||||
[Header ("Event Settings")]
|
||||
[Space]
|
||||
|
||||
public bool useEventsOnActiveStateChange;
|
||||
public UnityEvent eventOnActive;
|
||||
public UnityEvent eventOnDeactivate;
|
||||
|
||||
[Space]
|
||||
[Header ("Component Elements")]
|
||||
[Space]
|
||||
|
||||
public Animator animator;
|
||||
public IKSystem IKManager;
|
||||
public playerController playerControllerManager;
|
||||
public meleeWeaponsGrabbedManager mainMeleeWeaponsGrabbedManager;
|
||||
|
||||
handInfo currentHandInfo;
|
||||
|
||||
bool isThirdPersonView;
|
||||
|
||||
float originalWeightLerpSpeed;
|
||||
|
||||
float currentWeightToApply;
|
||||
|
||||
AvatarIKGoal currentIKGoal;
|
||||
|
||||
int handInfoListCount;
|
||||
|
||||
float minIKValue = 0.001f;
|
||||
|
||||
Coroutine delayToResumeStateCoroutine;
|
||||
|
||||
bool valuesInitialized;
|
||||
|
||||
float lastTimeHandsActive = 0;
|
||||
|
||||
float currentWeightLerpSpeed;
|
||||
|
||||
|
||||
public override void updateOnAnimatorIKState ()
|
||||
{
|
||||
if (handsOnMeleeActive) {
|
||||
isThirdPersonView = !playerControllerManager.isPlayerOnFirstPerson ();
|
||||
|
||||
usingHands = IKManager.getUsingHands ();
|
||||
|
||||
if (IKManager.isObjectGrabbed ()) {
|
||||
usingHands = false;
|
||||
}
|
||||
|
||||
isBusy = playerIsBusy ();
|
||||
|
||||
if (Time.time < lastTimeHandsActive + minWaitTimeToActiveHands) {
|
||||
isBusy = true;
|
||||
}
|
||||
|
||||
bool IKBodyPaused = IKManager.isIKBodyPaused ();
|
||||
|
||||
bool pauseIKBodyResult = playerControllerManager.isActionActive () ||
|
||||
mainMeleeWeaponsGrabbedManager.isAimingBowActive () ||
|
||||
mainMeleeWeaponsGrabbedManager.isCuttingModeActive ();
|
||||
|
||||
if (!isBusy || smoothBusyDisableActive) {
|
||||
|
||||
for (int j = 0; j < handInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handInfoList [j];
|
||||
|
||||
if (currentHandInfo.IKBodyPartEnabled) {
|
||||
if (IKBodyPaused || pauseIKBodyResult) {
|
||||
if (!currentHandInfo.bodyPartBusy) {
|
||||
currentHandInfo.bodyPartBusy = true;
|
||||
currentHandInfo.IKBodyWeigthTarget = 0;
|
||||
}
|
||||
} else {
|
||||
|
||||
if (!usingHands) {
|
||||
if (currentHandInfo.bodyPartBusy) {
|
||||
currentHandInfo.bodyPartBusy = false;
|
||||
currentHandInfo.IKBodyWeigthTarget = 1;
|
||||
} else {
|
||||
currentHandInfo.IKBodyWeigthTarget = 1;
|
||||
}
|
||||
} else {
|
||||
if (!currentHandInfo.bodyPartBusy) {
|
||||
currentHandInfo.bodyPartBusy = true;
|
||||
currentHandInfo.IKBodyWeigthTarget = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (currentHandInfo.currentIKWeight != currentHandInfo.IKBodyWeigthTarget) {
|
||||
|
||||
if (currentHandInfo.bodyPartBusy) {
|
||||
currentWeightLerpSpeed = busyBodyPartWeightLerpSpeed;
|
||||
} else {
|
||||
currentWeightLerpSpeed = weightLerpSpeed;
|
||||
}
|
||||
|
||||
currentHandInfo.currentIKWeight = Mathf.MoveTowards (currentHandInfo.currentIKWeight,
|
||||
currentHandInfo.IKBodyWeigthTarget, Time.fixedDeltaTime * currentWeightLerpSpeed);
|
||||
}
|
||||
|
||||
bool applyIKToBodyPart = false;
|
||||
|
||||
if (!currentHandInfo.bodyPartBusy) {
|
||||
|
||||
currentHandInfo.IKGoalPosition = currentHandInfo.targetToFollow.position;
|
||||
currentHandInfo.IKGoalRotation = currentHandInfo.targetToFollow.rotation;
|
||||
|
||||
applyIKToBodyPart = true;
|
||||
|
||||
} else if (currentHandInfo.currentIKWeight != currentHandInfo.IKBodyWeigthTarget) {
|
||||
applyIKToBodyPart = true;
|
||||
}
|
||||
|
||||
if (applyIKToBodyPart) {
|
||||
|
||||
currentWeightToApply = currentHandInfo.currentIKWeight;
|
||||
|
||||
if (currentWeightToApply > minIKValue) {
|
||||
currentIKGoal = currentHandInfo.IKGoal;
|
||||
|
||||
animator.SetIKRotationWeight (currentIKGoal, currentWeightToApply);
|
||||
animator.SetIKPositionWeight (currentIKGoal, currentWeightToApply);
|
||||
animator.SetIKPosition (currentIKGoal, currentHandInfo.IKGoalPosition);
|
||||
animator.SetIKRotation (currentIKGoal, currentHandInfo.IKGoalRotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int j = 0; j < handInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handInfoList [j];
|
||||
|
||||
currentHandInfo.bodyPartBusy = false;
|
||||
|
||||
currentHandInfo.IKBodyWeigthTarget = 0;
|
||||
|
||||
currentHandInfo.currentIKWeight = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool playerIsBusy ()
|
||||
{
|
||||
return
|
||||
|
||||
(usingHands && !IKManager.isObjectGrabbed ()) ||
|
||||
!isThirdPersonView ||
|
||||
playerControllerManager.isPlayerOnFFOrZeroGravityModeOn () ||
|
||||
playerControllerManager.isUsingCloseCombatActive () ||
|
||||
playerControllerManager.isPlayerDead () ||
|
||||
adjustHandsPaused ||
|
||||
playerControllerManager.isUsingJetpack () ||
|
||||
playerControllerManager.isFlyingActive () ||
|
||||
playerControllerManager.isSwimModeActive ();
|
||||
}
|
||||
|
||||
public void setWeightLerpSpeedValue (float newValue)
|
||||
{
|
||||
weightLerpSpeed = newValue;
|
||||
}
|
||||
|
||||
public void setOriginalWeightLerpSpeed ()
|
||||
{
|
||||
setWeightLerpSpeedValue (originalWeightLerpSpeed);
|
||||
}
|
||||
|
||||
public void setAdjustHandsPausedState (bool state)
|
||||
{
|
||||
adjustHandsPaused = state;
|
||||
}
|
||||
|
||||
public void setSmoothBusyDisableActiveState (bool state)
|
||||
{
|
||||
smoothBusyDisableActive = state;
|
||||
}
|
||||
|
||||
public void setAdjustHandsEnabledState (bool state)
|
||||
{
|
||||
adjustHandsEnabled = state;
|
||||
}
|
||||
|
||||
|
||||
public void enableHandsCheckPausedWithDelayActive (float duration)
|
||||
{
|
||||
stopUpdateDelayToResumeStateCoroutine ();
|
||||
|
||||
delayToResumeStateCoroutine = StartCoroutine (updateDelayToResumeStateCoroutine (duration));
|
||||
}
|
||||
|
||||
public void stopUpdateDelayToResumeStateCoroutine ()
|
||||
{
|
||||
if (delayToResumeStateCoroutine != null) {
|
||||
StopCoroutine (delayToResumeStateCoroutine);
|
||||
}
|
||||
|
||||
handsCheckPausedWithDelayActive = false;
|
||||
}
|
||||
|
||||
IEnumerator updateDelayToResumeStateCoroutine (float duration)
|
||||
{
|
||||
handsCheckPausedWithDelayActive = true;
|
||||
|
||||
WaitForSeconds delay = new WaitForSeconds (duration);
|
||||
|
||||
yield return delay;
|
||||
|
||||
handsCheckPausedWithDelayActive = false;
|
||||
}
|
||||
|
||||
public override void enableBothHands ()
|
||||
{
|
||||
enableOrDisableRightOrLeftHand (true, false, true);
|
||||
}
|
||||
|
||||
public override void enableOnlyLeftHand ()
|
||||
{
|
||||
enableOrDisableRightOrLeftHand (true, false, false);
|
||||
}
|
||||
|
||||
public override void enableOnlyRightHand ()
|
||||
{
|
||||
enableOrDisableRightOrLeftHand (true, true, false);
|
||||
}
|
||||
|
||||
public override void enableOrDisableRightOrLeftHand (bool state, bool isRightHand, bool setStateOnBothHands)
|
||||
{
|
||||
if (showDebugPrint) {
|
||||
print (state + " " + isRightHand + " " + setStateOnBothHands);
|
||||
}
|
||||
|
||||
handInfoListCount = handInfoList.Count;
|
||||
|
||||
for (int j = 0; j < handInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handInfoList [j];
|
||||
|
||||
if (setStateOnBothHands) {
|
||||
currentHandInfo.IKBodyPartEnabled = state;
|
||||
} else {
|
||||
if (currentHandInfo.isRightHand) {
|
||||
if (isRightHand) {
|
||||
currentHandInfo.IKBodyPartEnabled = state;
|
||||
} else {
|
||||
currentHandInfo.IKBodyPartEnabled = false;
|
||||
|
||||
currentHandInfo.bodyPartBusy = false;
|
||||
|
||||
currentHandInfo.IKBodyWeigthTarget = 0;
|
||||
|
||||
currentHandInfo.currentIKWeight = 0;
|
||||
}
|
||||
} else {
|
||||
if (isRightHand) {
|
||||
currentHandInfo.IKBodyPartEnabled = false;
|
||||
|
||||
currentHandInfo.bodyPartBusy = false;
|
||||
|
||||
currentHandInfo.IKBodyWeigthTarget = 0;
|
||||
|
||||
currentHandInfo.currentIKWeight = 0;
|
||||
} else {
|
||||
currentHandInfo.IKBodyPartEnabled = state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool checkEnableEventsResult = currentHandInfo.IKBodyPartEnabled;
|
||||
|
||||
if (currentHandInfo.useEventOnIKPartEnabledStateChange) {
|
||||
if (checkEnableEventsResult) {
|
||||
currentHandInfo.eventOnIKPartEnabled.Invoke ();
|
||||
} else {
|
||||
currentHandInfo.eventOnIKPartDisabled.Invoke ();
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
print (currentHandInfo.Name + " " + checkEnableEventsResult + " " + currentHandInfo.bodyPartBusy);
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
for (int j = 0; j < handInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handInfoList [j];
|
||||
|
||||
print (currentHandInfo.isRightHand + " " + currentHandInfo.IKBodyPartEnabled);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void setActiveState (bool state)
|
||||
{
|
||||
if (!adjustHandsEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (handsOnMeleeActive == state) {
|
||||
return;
|
||||
}
|
||||
|
||||
handsOnMeleeActive = state;
|
||||
|
||||
if (handsOnMeleeActive) {
|
||||
if (!valuesInitialized) {
|
||||
originalWeightLerpSpeed = weightLerpSpeed;
|
||||
|
||||
handInfoListCount = handInfoList.Count;
|
||||
|
||||
valuesInitialized = true;
|
||||
}
|
||||
|
||||
lastTimeHandsActive = Time.time;
|
||||
} else {
|
||||
for (int j = 0; j < handInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handInfoList [j];
|
||||
|
||||
currentHandInfo.bodyPartBusy = false;
|
||||
|
||||
currentHandInfo.IKBodyWeigthTarget = 0;
|
||||
|
||||
currentHandInfo.currentIKWeight = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (useEventsOnActiveStateChange) {
|
||||
if (state) {
|
||||
eventOnActive.Invoke ();
|
||||
} else {
|
||||
eventOnDeactivate.Invoke ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void disableStateIfNotCurrentlyActiveOnIKSystem ()
|
||||
{
|
||||
if (handsOnMeleeActive) {
|
||||
if (!IKManager.checkIfTemporalOnAnimatorIKComponentIfIsCurrent (this)) {
|
||||
setActiveState (false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//EDITOR FUNCTIONS
|
||||
public void setAdjustHandsEnabledStateFromEditor (bool state)
|
||||
{
|
||||
setAdjustHandsEnabledState (state);
|
||||
|
||||
updateComponent ();
|
||||
}
|
||||
|
||||
void updateComponent ()
|
||||
{
|
||||
GKC_Utils.updateComponent (this);
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class handInfo
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public string Name;
|
||||
public bool IKBodyPartEnabled = true;
|
||||
|
||||
public bool isRightHand;
|
||||
|
||||
public Transform targetToFollow;
|
||||
|
||||
[Space]
|
||||
[Header ("IK Settings")]
|
||||
[Space]
|
||||
|
||||
public AvatarIKGoal IKGoal;
|
||||
|
||||
[Space]
|
||||
[Header ("Debug")]
|
||||
[Space]
|
||||
|
||||
public bool bodyPartBusy;
|
||||
|
||||
public float currentIKWeight;
|
||||
public float IKBodyWeigthTarget;
|
||||
|
||||
[HideInInspector] public Vector3 IKGoalPosition;
|
||||
[HideInInspector] public Quaternion IKGoalRotation;
|
||||
|
||||
[Space]
|
||||
[Header ("Event Settings")]
|
||||
[Space]
|
||||
|
||||
public bool useEventOnIKPartEnabledStateChange;
|
||||
public UnityEvent eventOnIKPartEnabled;
|
||||
public UnityEvent eventOnIKPartDisabled;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f06345fd3ad781458c9f7b286542fc0
|
||||
timeCreated: 1698018505
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Player/Animator IK/handsOnMeleeWeaponIKSystem.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,595 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class handsOnSurfaceIKSystem : OnAnimatorIKComponent
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public bool adjustHandsToSurfacesEnabled = true;
|
||||
|
||||
public LayerMask layerToAdjustHandsToSurfaces;
|
||||
|
||||
public float movementSpeedLerpSpeed = 2;
|
||||
|
||||
public float waitTimeAfterGroundToCheckSurface = 1.5f;
|
||||
public float waitTimeAfterCrouchToCheckSurface = 1.5f;
|
||||
|
||||
public float weightLerpSpeed = 6;
|
||||
|
||||
public float maxHandsDistance = 3;
|
||||
|
||||
public float minMovingInputToUseWalkSpeed = 0.5f;
|
||||
public float minIKWeightToUseWalkSpeed = 0.4f;
|
||||
|
||||
public bool pauseHandsOnSurfaceIfCloseCombatActive;
|
||||
|
||||
[Space]
|
||||
[Header ("Hands Info List Settings")]
|
||||
[Space]
|
||||
|
||||
public List<handsToSurfaceInfo> handsToSurfaceInfoList = new List<handsToSurfaceInfo> ();
|
||||
|
||||
[Space]
|
||||
[Header ("Debug")]
|
||||
[Space]
|
||||
|
||||
public bool usingHands;
|
||||
public bool adjustHandsPaused;
|
||||
|
||||
public bool smoothBusyDisableActive;
|
||||
|
||||
public bool handsCheckPausedWithDelayActive;
|
||||
|
||||
public bool isBusy;
|
||||
|
||||
[Space]
|
||||
[Header ("Gizmo Settings")]
|
||||
[Space]
|
||||
|
||||
public bool showGizmo;
|
||||
public Color gizmoColor = Color.white;
|
||||
public float gizmoRadius;
|
||||
|
||||
[Space]
|
||||
[Header ("Component Elements")]
|
||||
[Space]
|
||||
|
||||
public Animator animator;
|
||||
public IKSystem IKManager;
|
||||
public playerController playerControllerManager;
|
||||
public Transform playerTransform;
|
||||
|
||||
handsToSurfaceInfo currentHandInfo;
|
||||
Vector3 rayDirection;
|
||||
|
||||
RaycastHit hit;
|
||||
float movementSpeed;
|
||||
float currentMovementSpeed;
|
||||
|
||||
bool isThirdPersonView;
|
||||
|
||||
bool onGround;
|
||||
|
||||
bool movingOnPlatformActive;
|
||||
|
||||
bool dead;
|
||||
|
||||
bool groundChecked;
|
||||
float lastTimeOnGround;
|
||||
|
||||
bool crouchingChecked;
|
||||
float lastTimeCrouch;
|
||||
|
||||
Vector3 currentPositionCenter;
|
||||
|
||||
float currentRotationSpeed;
|
||||
|
||||
float originalWeightLerpSpeed;
|
||||
|
||||
bool crouching;
|
||||
|
||||
Transform rightHandTransform;
|
||||
Transform leftHandTransform;
|
||||
|
||||
bool isRightHand;
|
||||
|
||||
multipleRayInfo currentMultipleRayInfo;
|
||||
|
||||
Vector3 currentTransformUp;
|
||||
|
||||
Vector3 currentTransformForward;
|
||||
|
||||
Vector3 vector3Zero = Vector3.zero;
|
||||
|
||||
Quaternion targetRotation;
|
||||
|
||||
Vector3 currentHandPosition;
|
||||
|
||||
float currentWeightToApply;
|
||||
|
||||
AvatarIKGoal currentIKGoal;
|
||||
|
||||
int handsToSurfaceInfoListCount;
|
||||
|
||||
float minIKValue = 0.001f;
|
||||
|
||||
float currentDeltaTime;
|
||||
|
||||
Coroutine delayToResumeStateCoroutine;
|
||||
|
||||
|
||||
void Start ()
|
||||
{
|
||||
originalWeightLerpSpeed = weightLerpSpeed;
|
||||
|
||||
rightHandTransform = animator.GetBoneTransform (HumanBodyBones.RightHand);
|
||||
|
||||
leftHandTransform = animator.GetBoneTransform (HumanBodyBones.LeftHand);
|
||||
|
||||
handsToSurfaceInfoListCount = handsToSurfaceInfoList.Count;
|
||||
}
|
||||
|
||||
void FixedUpdate ()
|
||||
{
|
||||
if (!adjustHandsToSurfacesEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
isThirdPersonView = !playerControllerManager.isPlayerOnFirstPerson ();
|
||||
|
||||
usingHands = IKManager.getUsingHands ();
|
||||
|
||||
onGround = playerControllerManager.isPlayerOnGround ();
|
||||
|
||||
movingOnPlatformActive = playerControllerManager.isMovingOnPlatformActive ();
|
||||
|
||||
isBusy = playerIsBusy ();
|
||||
|
||||
crouching = playerControllerManager.isCrouching ();
|
||||
|
||||
dead = playerControllerManager.isPlayerDead ();
|
||||
|
||||
if (groundChecked != onGround) {
|
||||
groundChecked = onGround;
|
||||
|
||||
if (onGround) {
|
||||
lastTimeOnGround = Time.time;
|
||||
}
|
||||
}
|
||||
|
||||
if (crouchingChecked != crouching) {
|
||||
crouchingChecked = crouching;
|
||||
|
||||
if (!crouching) {
|
||||
lastTimeCrouch = Time.time;
|
||||
}
|
||||
}
|
||||
|
||||
if (adjustHandsToSurfacesEnabled) {
|
||||
if (!isBusy || smoothBusyDisableActive) {
|
||||
|
||||
currentTransformUp = playerTransform.up;
|
||||
currentTransformForward = playerTransform.forward;
|
||||
|
||||
for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handsToSurfaceInfoList [j];
|
||||
|
||||
currentHandInfo.surfaceFound = false;
|
||||
currentHandInfo.multipleRaycastHitNormal = vector3Zero;
|
||||
currentHandInfo.multipleRaycastHitPoint = vector3Zero;
|
||||
currentHandInfo.numberOfSurfacesFound = 0;
|
||||
currentHandInfo.multipleRaycastDirection = vector3Zero;
|
||||
|
||||
for (int k = 0; k < currentHandInfo.raycastTransformList.Count; k++) {
|
||||
currentMultipleRayInfo = currentHandInfo.raycastTransformList [k];
|
||||
|
||||
rayDirection = currentMultipleRayInfo.raycastTransform.forward;
|
||||
|
||||
if (currentMultipleRayInfo.raycastEnabled &&
|
||||
Physics.Raycast (currentMultipleRayInfo.raycastTransform.position, rayDirection, out hit,
|
||||
currentMultipleRayInfo.rayCastDistance, layerToAdjustHandsToSurfaces)) {
|
||||
|
||||
currentMultipleRayInfo.hitPoint = hit.point;
|
||||
currentMultipleRayInfo.hitNormal = hit.normal;
|
||||
currentHandInfo.surfaceFound = true;
|
||||
currentHandInfo.multipleRaycastHitNormal += hit.normal;
|
||||
currentHandInfo.multipleRaycastHitPoint += hit.point;
|
||||
|
||||
currentHandInfo.numberOfSurfacesFound++;
|
||||
currentHandInfo.multipleRaycastDirection += rayDirection;
|
||||
|
||||
if (showGizmo) {
|
||||
Debug.DrawRay (currentMultipleRayInfo.raycastTransform.position, hit.distance * rayDirection, Color.green);
|
||||
}
|
||||
} else {
|
||||
if (showGizmo) {
|
||||
Debug.DrawRay (currentMultipleRayInfo.raycastTransform.position,
|
||||
currentMultipleRayInfo.rayCastDistance * rayDirection, Color.red);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (smoothBusyDisableActive) {
|
||||
currentHandInfo.surfaceFound = false;
|
||||
|
||||
if (currentWeightInBothHandsEqualTo (0)) {
|
||||
smoothBusyDisableActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (currentHandInfo.surfaceFound) {
|
||||
currentHandInfo.handPosition =
|
||||
(currentHandInfo.multipleRaycastHitPoint / currentHandInfo.numberOfSurfacesFound) +
|
||||
(currentHandInfo.handSurfaceOffset * currentHandInfo.multipleRaycastDirection / currentHandInfo.numberOfSurfacesFound);
|
||||
|
||||
targetRotation = Quaternion.LookRotation (currentHandInfo.multipleRaycastDirection / currentHandInfo.numberOfSurfacesFound);
|
||||
|
||||
currentHandInfo.handRotation =
|
||||
Quaternion.FromToRotation (currentTransformUp, currentHandInfo.multipleRaycastHitNormal / currentHandInfo.numberOfSurfacesFound) * targetRotation;
|
||||
|
||||
currentHandInfo.elbowPosition =
|
||||
((currentHandInfo.multipleRaycastHitPoint / currentHandInfo.numberOfSurfacesFound) + currentHandInfo.raycastTransform.position) / 2 - currentTransformUp * 0.1f;
|
||||
|
||||
currentHandInfo.handWeight = 1;
|
||||
|
||||
if (currentHandInfo.useMinDistance) {
|
||||
currentHandInfo.currentDistance = GKC_Utils.distance (currentHandInfo.raycastTransform.position, currentHandInfo.handPosition);
|
||||
|
||||
if (currentHandInfo.currentDistance < currentHandInfo.minDistance) {
|
||||
currentHandInfo.surfaceFound = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (handsCheckPausedWithDelayActive ||
|
||||
!currentHandInfo.surfaceFound ||
|
||||
movingOnPlatformActive ||
|
||||
!onGround ||
|
||||
Time.time < waitTimeAfterGroundToCheckSurface + lastTimeOnGround ||
|
||||
crouching ||
|
||||
Time.time < waitTimeAfterCrouchToCheckSurface + lastTimeCrouch ||
|
||||
dead) {
|
||||
|
||||
currentHandInfo.handPosition = currentHandInfo.noSurfaceHandPosition.position;
|
||||
currentHandInfo.handRotation = Quaternion.LookRotation (currentTransformForward);
|
||||
|
||||
currentHandInfo.elbowPosition = currentHandInfo.noSurfaceElbowPosition.position;
|
||||
|
||||
currentHandInfo.handWeight = 0;
|
||||
}
|
||||
|
||||
if (playerControllerManager.isPlayerMoving (minMovingInputToUseWalkSpeed) &&
|
||||
currentHandInfo.surfaceFound && currentHandInfo.currentHandWeight > minIKWeightToUseWalkSpeed) {
|
||||
movementSpeed = currentHandInfo.walkingMovementSpeed;
|
||||
} else {
|
||||
movementSpeed = currentHandInfo.movementSpeed;
|
||||
}
|
||||
|
||||
currentDeltaTime = Time.deltaTime;
|
||||
|
||||
currentMovementSpeed = Mathf.Lerp (currentMovementSpeed, movementSpeed, currentDeltaTime * movementSpeedLerpSpeed);
|
||||
|
||||
currentHandInfo.currentHandPosition = Vector3.Lerp (currentHandInfo.currentHandPosition, currentHandInfo.handPosition, currentDeltaTime * currentMovementSpeed);
|
||||
|
||||
currentRotationSpeed = currentDeltaTime * currentHandInfo.rotationSpeed;
|
||||
|
||||
if (currentRotationSpeed > 0) {
|
||||
currentHandInfo.currentHandRotation = Quaternion.Lerp (currentHandInfo.currentHandRotation, currentHandInfo.handRotation, currentRotationSpeed);
|
||||
}
|
||||
|
||||
currentHandInfo.currentElbowPosition = Vector3.Lerp (currentHandInfo.currentElbowPosition, currentHandInfo.elbowPosition, currentDeltaTime * currentMovementSpeed);
|
||||
|
||||
currentHandInfo.currentHandWeight = Mathf.Lerp (currentHandInfo.currentHandWeight, currentHandInfo.handWeight, currentDeltaTime * weightLerpSpeed);
|
||||
|
||||
if (currentHandInfo.currentHandWeight < 0.01f) {
|
||||
currentHandInfo.handPosition = currentHandInfo.noSurfaceHandPosition.position;
|
||||
currentHandInfo.handRotation = Quaternion.LookRotation (currentTransformForward);
|
||||
|
||||
currentHandInfo.elbowPosition = currentHandInfo.noSurfaceElbowPosition.position;
|
||||
|
||||
currentHandInfo.currentHandPosition = currentHandInfo.handPosition;
|
||||
|
||||
currentHandInfo.currentHandRotation = currentHandInfo.handRotation;
|
||||
|
||||
currentHandInfo.currentElbowPosition = currentHandInfo.elbowPosition;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
||||
currentTransformForward = playerTransform.forward;
|
||||
|
||||
for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handsToSurfaceInfoList [j];
|
||||
|
||||
currentHandInfo.surfaceFound = false;
|
||||
|
||||
currentHandInfo.handWeight = 0;
|
||||
|
||||
currentHandInfo.currentHandWeight = 0;
|
||||
currentHandInfo.handPosition = currentHandInfo.noSurfaceHandPosition.position;
|
||||
currentHandInfo.handRotation = Quaternion.LookRotation (currentTransformForward);
|
||||
|
||||
currentHandInfo.elbowPosition = currentHandInfo.noSurfaceElbowPosition.position;
|
||||
|
||||
currentHandInfo.currentHandPosition = currentHandInfo.handPosition;
|
||||
|
||||
currentHandInfo.currentHandRotation = currentHandInfo.handRotation;
|
||||
|
||||
currentHandInfo.currentElbowPosition = currentHandInfo.elbowPosition;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool currentWeightInBothHandsEqualTo (float weightValue)
|
||||
{
|
||||
int numberOfHands = 0;
|
||||
|
||||
for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
|
||||
if (handsToSurfaceInfoList [j].currentHandWeight == weightValue) {
|
||||
numberOfHands++;
|
||||
}
|
||||
}
|
||||
|
||||
if (numberOfHands == 2) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void updateOnAnimatorIKState ()
|
||||
{
|
||||
if (adjustHandsToSurfacesEnabled) {
|
||||
|
||||
if (!isBusy || smoothBusyDisableActive) {
|
||||
|
||||
currentPositionCenter = playerTransform.position + playerTransform.up;
|
||||
|
||||
for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
|
||||
|
||||
currentHandInfo = handsToSurfaceInfoList [j];
|
||||
|
||||
isRightHand = currentHandInfo.isRightHand;
|
||||
|
||||
currentHandPosition = currentHandInfo.currentHandPosition;
|
||||
|
||||
if (float.IsNaN (currentHandPosition.x)) {
|
||||
if (isRightHand) {
|
||||
currentHandPosition.x = rightHandTransform.position.x;
|
||||
} else {
|
||||
currentHandPosition.x = leftHandTransform.position.x;
|
||||
}
|
||||
}
|
||||
|
||||
if (float.IsNaN (currentHandPosition.y)) {
|
||||
if (isRightHand) {
|
||||
currentHandPosition.y = rightHandTransform.position.y;
|
||||
} else {
|
||||
currentHandPosition.y = leftHandTransform.position.y;
|
||||
}
|
||||
}
|
||||
|
||||
if (float.IsNaN (currentHandPosition.z)) {
|
||||
if (isRightHand) {
|
||||
currentHandPosition.z = rightHandTransform.position.z;
|
||||
} else {
|
||||
currentHandPosition.z = leftHandTransform.position.z;
|
||||
}
|
||||
}
|
||||
|
||||
currentHandPosition.x =
|
||||
Mathf.Clamp (currentHandPosition.x, currentPositionCenter.x - maxHandsDistance, currentPositionCenter.x + maxHandsDistance);
|
||||
currentHandPosition.y =
|
||||
Mathf.Clamp (currentHandPosition.y, currentPositionCenter.y - maxHandsDistance, currentPositionCenter.y + maxHandsDistance);
|
||||
currentHandPosition.z =
|
||||
Mathf.Clamp (currentHandPosition.z, currentPositionCenter.z - maxHandsDistance, currentPositionCenter.z + maxHandsDistance);
|
||||
|
||||
currentHandInfo.currentHandPosition = currentHandPosition;
|
||||
|
||||
|
||||
currentWeightToApply = currentHandInfo.currentHandWeight;
|
||||
|
||||
if (currentWeightToApply > minIKValue) {
|
||||
|
||||
currentIKGoal = currentHandInfo.IKGoal;
|
||||
|
||||
animator.SetIKRotationWeight (currentIKGoal, currentWeightToApply);
|
||||
animator.SetIKPositionWeight (currentIKGoal, currentWeightToApply);
|
||||
|
||||
animator.SetIKPosition (currentIKGoal, currentHandInfo.currentHandPosition);
|
||||
animator.SetIKRotation (currentIKGoal, currentHandInfo.currentHandRotation);
|
||||
|
||||
animator.SetIKHintPositionWeight (currentHandInfo.IKHint, currentWeightToApply);
|
||||
animator.SetIKHintPosition (currentHandInfo.IKHint, currentHandInfo.currentElbowPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool playerIsBusy ()
|
||||
{
|
||||
return
|
||||
|
||||
usingHands ||
|
||||
!isThirdPersonView ||
|
||||
playerControllerManager.isPlayerOnFFOrZeroGravityModeOn () ||
|
||||
(playerControllerManager.isUsingCloseCombatActive () && pauseHandsOnSurfaceIfCloseCombatActive) ||
|
||||
playerControllerManager.iscloseCombatAttackInProcess () ||
|
||||
playerControllerManager.isActionActive () ||
|
||||
adjustHandsPaused ||
|
||||
playerControllerManager.isUsingJetpack () ||
|
||||
playerControllerManager.isFlyingActive () ||
|
||||
playerControllerManager.isSwimModeActive () ||
|
||||
playerControllerManager.isCarryingPhysicalObject ();
|
||||
}
|
||||
|
||||
public void setWeightLerpSpeedValue (float newValue)
|
||||
{
|
||||
weightLerpSpeed = newValue;
|
||||
}
|
||||
|
||||
public void setOriginalWeightLerpSpeed ()
|
||||
{
|
||||
setWeightLerpSpeedValue (originalWeightLerpSpeed);
|
||||
}
|
||||
|
||||
public void setAdjustHandsPausedState (bool state)
|
||||
{
|
||||
adjustHandsPaused = state;
|
||||
}
|
||||
|
||||
public void setSmoothBusyDisableActiveState (bool state)
|
||||
{
|
||||
smoothBusyDisableActive = state;
|
||||
}
|
||||
|
||||
public void setAdjustHandsToSurfacesEnabledState (bool state)
|
||||
{
|
||||
adjustHandsToSurfacesEnabled = state;
|
||||
}
|
||||
|
||||
|
||||
public void enableHandsCheckPausedWithDelayActive (float duration)
|
||||
{
|
||||
stopUpdateDelayToResumeStateCoroutine ();
|
||||
|
||||
delayToResumeStateCoroutine = StartCoroutine (updateDelayToResumeStateCoroutine (duration));
|
||||
}
|
||||
|
||||
public void stopUpdateDelayToResumeStateCoroutine ()
|
||||
{
|
||||
if (delayToResumeStateCoroutine != null) {
|
||||
StopCoroutine (delayToResumeStateCoroutine);
|
||||
}
|
||||
|
||||
handsCheckPausedWithDelayActive = false;
|
||||
}
|
||||
|
||||
IEnumerator updateDelayToResumeStateCoroutine (float duration)
|
||||
{
|
||||
handsCheckPausedWithDelayActive = true;
|
||||
|
||||
WaitForSeconds delay = new WaitForSeconds (duration);
|
||||
|
||||
yield return delay;
|
||||
|
||||
handsCheckPausedWithDelayActive = false;
|
||||
}
|
||||
|
||||
|
||||
//EDITOR FUNCTIONS
|
||||
public void setAdjustHandsToSurfacesEnabledStateFromEditor (bool state)
|
||||
{
|
||||
setAdjustHandsToSurfacesEnabledState (state);
|
||||
|
||||
updateComponent ();
|
||||
}
|
||||
|
||||
void updateComponent ()
|
||||
{
|
||||
GKC_Utils.updateComponent (this);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmos ()
|
||||
{
|
||||
if (!showGizmo) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
|
||||
DrawGizmos ();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected ()
|
||||
{
|
||||
DrawGizmos ();
|
||||
}
|
||||
|
||||
void DrawGizmos ()
|
||||
{
|
||||
if (showGizmo) {
|
||||
for (int j = 0; j < handsToSurfaceInfoList.Count; j++) {
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawSphere (handsToSurfaceInfoList [j].handPosition, gizmoRadius);
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawSphere (handsToSurfaceInfoList [j].elbowPosition, gizmoRadius);
|
||||
|
||||
Gizmos.color = gizmoColor;
|
||||
Gizmos.DrawSphere (handsToSurfaceInfoList [j].currentHandPosition, gizmoRadius);
|
||||
Gizmos.DrawSphere (handsToSurfaceInfoList [j].currentElbowPosition, gizmoRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
[System.Serializable]
|
||||
public class handsToSurfaceInfo
|
||||
{
|
||||
public string Name;
|
||||
public Transform raycastTransform;
|
||||
|
||||
public bool useMultipleRaycast;
|
||||
public List<multipleRayInfo> raycastTransformList = new List<multipleRayInfo> ();
|
||||
|
||||
public AvatarIKHint IKHint;
|
||||
[HideInInspector] public Vector3 elbowPosition;
|
||||
[HideInInspector] public Vector3 currentElbowPosition;
|
||||
|
||||
public bool isRightHand;
|
||||
public AvatarIKGoal IKGoal;
|
||||
public float handSurfaceOffset;
|
||||
public float rayCastDistance;
|
||||
|
||||
public float currentHandWeight;
|
||||
|
||||
public float movementSpeed;
|
||||
public float rotationSpeed;
|
||||
|
||||
public float walkingMovementSpeed;
|
||||
|
||||
[HideInInspector] public bool surfaceFound;
|
||||
|
||||
public bool useMinDistance;
|
||||
public float minDistance;
|
||||
|
||||
[HideInInspector]public float currentDistance;
|
||||
|
||||
[HideInInspector] public Vector3 multipleRaycastDirection;
|
||||
|
||||
[HideInInspector] public int numberOfSurfacesFound;
|
||||
[HideInInspector] public Vector3 multipleRaycastHitNormal;
|
||||
[HideInInspector] public Vector3 multipleRaycastHitPoint;
|
||||
|
||||
[HideInInspector] public float handWeight;
|
||||
[HideInInspector] public Vector3 handPosition;
|
||||
[HideInInspector] public Quaternion handRotation;
|
||||
|
||||
[HideInInspector] public Vector3 currentHandPosition;
|
||||
[HideInInspector] public Quaternion currentHandRotation;
|
||||
|
||||
public Transform noSurfaceHandPosition;
|
||||
public Transform noSurfaceElbowPosition;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class multipleRayInfo
|
||||
{
|
||||
public Transform raycastTransform;
|
||||
public bool surfaceFound;
|
||||
[HideInInspector] public Vector3 hitPoint;
|
||||
[HideInInspector] public Vector3 hitNormal;
|
||||
public float rayCastDistance;
|
||||
public bool raycastEnabled = true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cfcfa56079afbc42a6379886d12b52f
|
||||
timeCreated: 1538062040
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Player/Animator IK/handsOnSurfaceIKSystem.cs
|
||||
uploadId: 814740
|
||||
@@ -0,0 +1,48 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class simpleIKHand : OnAnimatorIKComponent
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public bool simpleIKHandActive;
|
||||
|
||||
public float IKWeight;
|
||||
|
||||
public AvatarIKGoal handIKGoal;
|
||||
|
||||
[Space]
|
||||
[Header ("Components")]
|
||||
[Space]
|
||||
|
||||
public Animator mainAnimator;
|
||||
|
||||
public Transform IKPositionTransform;
|
||||
|
||||
public override void updateOnAnimatorIKState ()
|
||||
{
|
||||
if (simpleIKHandActive) {
|
||||
mainAnimator.SetIKRotationWeight (handIKGoal, IKWeight);
|
||||
mainAnimator.SetIKPositionWeight (handIKGoal, IKWeight);
|
||||
mainAnimator.SetIKPosition (handIKGoal, IKPositionTransform.position);
|
||||
mainAnimator.SetIKRotation (handIKGoal, IKPositionTransform.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
public override void setActiveState (bool state)
|
||||
{
|
||||
simpleIKHandActive = state;
|
||||
}
|
||||
|
||||
public override void setCharacterElements (GameObject newCharacter)
|
||||
{
|
||||
playerComponentsManager currentPlayerComponentsManager = newCharacter.GetComponent<playerComponentsManager> ();
|
||||
|
||||
if (currentPlayerComponentsManager != null) {
|
||||
mainAnimator = currentPlayerComponentsManager.getPlayerController ().getCharacterAnimator ();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 11d0773023d38d44eb305df5d8dd896d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 40995
|
||||
packageName: Game Kit Controller - Shooter Melee Adventure Creator 3D + 2.5D
|
||||
packageVersion: 3.77g
|
||||
assetPath: Assets/Game Kit Controller/Scripts/Player/Animator IK/simpleIKHand.cs
|
||||
uploadId: 814740
|
||||
Reference in New Issue
Block a user