Files
Ultimate-Fishing-Simulator-…/Assets/Scripts/Assembly-CSharp/RootMotion/FinalIK/HitReactionVRIK.cs
2026-03-04 09:37:33 +08:00

285 lines
7.3 KiB
C#

using System;
using UnityEngine;
namespace RootMotion.FinalIK
{
public class HitReactionVRIK : OffsetModifierVRIK
{
[Serializable]
public abstract class Offset
{
[Tooltip("Just for visual clarity, not used at all")]
public string name;
[Tooltip("Linking this hit point to a collider")]
public Collider collider;
[Tooltip("Only used if this hit point gets hit when already processing another hit")]
[SerializeField]
private float crossFadeTime = 0.1f;
private float length;
private float crossFadeSpeed;
private float lastTime;
protected float crossFader { get; private set; }
protected float timer { get; private set; }
protected Vector3 force { get; private set; }
public virtual void Hit(Vector3 force, AnimationCurve[] curves, Vector3 point)
{
if (length == 0f)
{
length = GetLength(curves);
}
if (length <= 0f)
{
Debug.LogError("Hit Point WeightCurve length is zero.");
return;
}
if (timer < 1f)
{
crossFader = 0f;
}
crossFadeSpeed = ((crossFadeTime > 0f) ? (1f / crossFadeTime) : 0f);
CrossFadeStart();
timer = 0f;
this.force = force;
}
public void Apply(VRIK ik, AnimationCurve[] curves, float weight)
{
float num = Time.time - lastTime;
lastTime = Time.time;
if (!(timer >= length))
{
timer = Mathf.Clamp(timer + num, 0f, length);
if (crossFadeSpeed > 0f)
{
crossFader = Mathf.Clamp(crossFader + num * crossFadeSpeed, 0f, 1f);
}
else
{
crossFader = 1f;
}
OnApply(ik, curves, weight);
}
}
protected abstract float GetLength(AnimationCurve[] curves);
protected abstract void CrossFadeStart();
protected abstract void OnApply(VRIK ik, AnimationCurve[] curves, float weight);
}
[Serializable]
public class PositionOffset : Offset
{
[Serializable]
public class PositionOffsetLink
{
[Tooltip("The FBBIK effector type")]
public IKSolverVR.PositionOffset positionOffset;
[Tooltip("The weight of this effector (could also be negative)")]
public float weight;
private Vector3 lastValue;
private Vector3 current;
public void Apply(VRIK ik, Vector3 offset, float crossFader)
{
current = Vector3.Lerp(lastValue, offset * weight, crossFader);
ik.solver.AddPositionOffset(positionOffset, current);
}
public void CrossFadeStart()
{
lastValue = current;
}
}
[Tooltip("Offset magnitude in the direction of the hit force")]
public int forceDirCurveIndex;
[Tooltip("Offset magnitude in the direction of character.up")]
public int upDirCurveIndex = 1;
[Tooltip("Linking this offset to the VRIK position offsets")]
public PositionOffsetLink[] offsetLinks;
protected override float GetLength(AnimationCurve[] curves)
{
float num = ((curves[forceDirCurveIndex].keys.Length != 0) ? curves[forceDirCurveIndex].keys[curves[forceDirCurveIndex].length - 1].time : 0f);
float min = ((curves[upDirCurveIndex].keys.Length != 0) ? curves[upDirCurveIndex].keys[curves[upDirCurveIndex].length - 1].time : 0f);
return Mathf.Clamp(num, min, num);
}
protected override void CrossFadeStart()
{
PositionOffsetLink[] array = offsetLinks;
for (int i = 0; i < array.Length; i++)
{
array[i].CrossFadeStart();
}
}
protected override void OnApply(VRIK ik, AnimationCurve[] curves, float weight)
{
Vector3 vector = ik.transform.up * base.force.magnitude;
Vector3 offset = curves[forceDirCurveIndex].Evaluate(base.timer) * base.force + curves[upDirCurveIndex].Evaluate(base.timer) * vector;
offset *= weight;
PositionOffsetLink[] array = offsetLinks;
for (int i = 0; i < array.Length; i++)
{
array[i].Apply(ik, offset, base.crossFader);
}
}
}
[Serializable]
public class RotationOffset : Offset
{
[Serializable]
public class RotationOffsetLink
{
[Tooltip("Reference to the bone that this hit point rotates")]
public IKSolverVR.RotationOffset rotationOffset;
[Tooltip("Weight of rotating the bone")]
[Range(0f, 1f)]
public float weight;
private Quaternion lastValue = Quaternion.identity;
private Quaternion current = Quaternion.identity;
public void Apply(VRIK ik, Quaternion offset, float crossFader)
{
current = Quaternion.Lerp(lastValue, Quaternion.Lerp(Quaternion.identity, offset, weight), crossFader);
ik.solver.AddRotationOffset(rotationOffset, current);
}
public void CrossFadeStart()
{
lastValue = current;
}
}
[Tooltip("The angle to rotate the bone around its rigidbody's world center of mass")]
public int curveIndex;
[Tooltip("Linking this hit point to bone(s)")]
public RotationOffsetLink[] offsetLinks;
private Rigidbody rigidbody;
private Vector3 comAxis;
public override void Hit(Vector3 force, AnimationCurve[] curves, Vector3 point)
{
base.Hit(force, curves, point);
if (rigidbody == null)
{
rigidbody = collider.GetComponent<Rigidbody>();
}
Vector3 vector = ((rigidbody != null) ? rigidbody.worldCenterOfMass : collider.transform.position);
comAxis = Vector3.Cross(force, point - vector);
}
protected override float GetLength(AnimationCurve[] curves)
{
if (curves[curveIndex].keys.Length == 0)
{
return 0f;
}
return curves[curveIndex].keys[curves[curveIndex].length - 1].time;
}
protected override void CrossFadeStart()
{
RotationOffsetLink[] array = offsetLinks;
for (int i = 0; i < array.Length; i++)
{
array[i].CrossFadeStart();
}
}
protected override void OnApply(VRIK ik, AnimationCurve[] curves, float weight)
{
if (collider == null)
{
Debug.LogError("No collider assigned for a HitPointBone in the HitReaction component.");
return;
}
if (rigidbody == null)
{
rigidbody = collider.GetComponent<Rigidbody>();
}
if (rigidbody != null)
{
Quaternion offset = Quaternion.AngleAxis(curves[curveIndex].Evaluate(base.timer) * weight, comAxis);
RotationOffsetLink[] array = offsetLinks;
for (int i = 0; i < array.Length; i++)
{
array[i].Apply(ik, offset, base.crossFader);
}
}
}
}
public AnimationCurve[] offsetCurves;
[Tooltip("Hit points for the FBBIK effectors")]
public PositionOffset[] positionOffsets;
[Tooltip(" Hit points for bones without an effector, such as the head")]
public RotationOffset[] rotationOffsets;
protected override void OnModifyOffset()
{
PositionOffset[] array = positionOffsets;
for (int i = 0; i < array.Length; i++)
{
array[i].Apply(ik, offsetCurves, weight);
}
RotationOffset[] array2 = rotationOffsets;
for (int i = 0; i < array2.Length; i++)
{
array2[i].Apply(ik, offsetCurves, weight);
}
}
public void Hit(Collider collider, Vector3 force, Vector3 point)
{
if (ik == null)
{
Debug.LogError("No IK assigned in HitReaction");
return;
}
PositionOffset[] array = positionOffsets;
foreach (PositionOffset positionOffset in array)
{
if (positionOffset.collider == collider)
{
positionOffset.Hit(force, offsetCurves, point);
}
}
RotationOffset[] array2 = rotationOffsets;
foreach (RotationOffset rotationOffset in array2)
{
if (rotationOffset.collider == collider)
{
rotationOffset.Hit(force, offsetCurves, point);
}
}
}
}
}