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156
Assets/Scripts/Fishing/Player/PlayerIK.cs
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156
Assets/Scripts/Fishing/Player/PlayerIK.cs
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using System;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NBF
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{
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public class PlayerIK : MonoBehaviour
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{
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public enum UpdateType
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{
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Update = 0,
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FixedUpdate = 1,
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LateUpdate = 2,
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Default = 3
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}
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public UpdateType UpdateSelected;
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// [SerializeField] private Transform _LeftHandTransform;
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private LookAtIK _LookAtIK;
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// private AimIK _AimIK;
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// private FullBodyBipedIK _FullBodyIK;
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// private ArmIK _ArmIK;
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// private bool _isLeftHandEnabled;
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// private bool _isRightHandEnabled;
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// public bool isAimEnabled;
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private bool _isFishingLeftArmEnabled;
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[SerializeField] private float transitionWeightTimeScale = 1f;
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// public Transform CurrentTarget => _FullBodyIK.solver.leftHandEffector.target;
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// public Transform LeftHandTransform => _LeftHandTransform;
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private void Awake()
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{
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_LookAtIK = GetComponent<LookAtIK>();
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// _AimIK = GetComponent<AimIK>();
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// _FullBodyIK = GetComponent<FullBodyBipedIK>();
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// _ArmIK = GetComponent<ArmIK>();
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// SetAimIK(enabled: false);
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}
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public void SetBipedIK(bool enabled)
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{
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}
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public void SetFishingLeftArm(bool enabled)
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{
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_isFishingLeftArmEnabled = enabled;
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}
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// public void SetFishingLeftArm(bool enabled, Transform target)
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// {
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// _isFishingLeftArmEnabled = enabled;
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// _ArmIK.solver.arm.target = target;
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// }
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// public void SetBipedLeftHandIK(bool enabled, bool instant = false)
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// {
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// _isLeftHandEnabled = enabled;
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// if (instant)
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// {
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// _FullBodyIK.solver.leftArmMapping.weight = (enabled ? 1f : 0f);
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// }
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// }
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// public void SetBipedRightHandIK(bool enabled, bool instant = false)
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// {
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// _isRightHandEnabled = enabled;
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// if (instant)
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// {
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// _FullBodyIK.solver.rightArmMapping.weight = (enabled ? 1f : 0f);
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// }
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// }
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// public void SetBipedLeftHandIK(bool enabled, Transform target, bool instant = false)
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// {
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// _isLeftHandEnabled = enabled;
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// _FullBodyIK.solver.leftHandEffector.target = target;
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// if (instant)
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// {
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// _FullBodyIK.solver.leftArmMapping.weight = (enabled ? 1f : 0f);
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// }
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// }
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// public void SetBipedRightHandIK(bool enabled, Transform target, bool instant = false)
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// {
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// _isRightHandEnabled = enabled;
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// _FullBodyIK.solver.rightHandEffector.target = target;
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// if (instant)
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// {
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// _FullBodyIK.solver.rightArmMapping.weight = (enabled ? 1f : 0f);
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// }
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// }
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// public void SetAimIK(bool enabled)
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// {
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// isAimEnabled = enabled;
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// }
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private void Update()
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{
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if (UpdateSelected == UpdateType.Update)
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{
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IKUpdateHandler();
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}
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}
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private void FixedUpdate()
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{
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if (UpdateSelected == UpdateType.FixedUpdate)
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{
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IKUpdateHandler();
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}
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}
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private void LateUpdate()
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{
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if (UpdateSelected == UpdateType.LateUpdate)
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{
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IKUpdateHandler();
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}
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}
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private void IKUpdateHandler()
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{
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// _AimIK.UpdateSolverExternal();
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_LookAtIK.UpdateSolverExternal();
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// _FullBodyIK.UpdateSolverExternal();
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// _FullBodyIK.solver.Update();
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// _AimIK.solver.IKPositionWeight = Mathf.MoveTowards(_AimIK.solver.IKPositionWeight, isAimEnabled ? 1f : 0f,
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// Time.deltaTime * transitionWeightTimeScale);
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// _FullBodyIK.solver.leftArmMapping.weight = Mathf.MoveTowards(_FullBodyIK.solver.leftArmMapping.weight,
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// _isLeftHandEnabled ? 1f : 0f, Time.deltaTime * transitionWeightTimeScale);
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// _FullBodyIK.solver.rightArmMapping.weight = Mathf.MoveTowards(_FullBodyIK.solver.rightArmMapping.weight,
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// _isRightHandEnabled ? 1f : 0f, Time.deltaTime * transitionWeightTimeScale);
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// _FullBodyIK.solver.IKPositionWeight = Mathf.MoveTowards(_FullBodyIK.solver.IKPositionWeight,
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// _isLeftHandEnabled ? 1f : 0f, Time.deltaTime * transitionWeightTimeScale);
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// _ArmIK.solver.IKPositionWeight = Mathf.MoveTowards(_ArmIK.solver.IKPositionWeight,
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// _isFishingLeftArmEnabled ? 1f : 0f, Time.deltaTime * transitionWeightTimeScale);
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// _ArmIK.solver.IKRotationWeight = Mathf.MoveTowards(_ArmIK.solver.IKRotationWeight,
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// _isFishingLeftArmEnabled ? 1f : 0f, Time.deltaTime * transitionWeightTimeScale);
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}
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}
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}
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