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

67 lines
2.2 KiB
C#

using System;
using UnityEngine;
namespace RootMotion.FinalIK
{
public class ShoulderRotator : MonoBehaviour
{
[Tooltip("Weight of shoulder rotation")]
public float weight = 1.5f;
[Tooltip("The greater the offset, the sooner the shoulder will start rotating")]
public float offset = 0.2f;
private FullBodyBipedIK ik;
private bool skip;
private void Start()
{
ik = GetComponent<FullBodyBipedIK>();
IKSolverFullBodyBiped solver = ik.solver;
solver.OnPostUpdate = (IKSolver.UpdateDelegate)Delegate.Combine(solver.OnPostUpdate, new IKSolver.UpdateDelegate(RotateShoulders));
}
private void RotateShoulders()
{
if (!(ik == null) && !(ik.solver.IKPositionWeight <= 0f))
{
if (skip)
{
skip = false;
return;
}
RotateShoulder(FullBodyBipedChain.LeftArm, weight, offset);
RotateShoulder(FullBodyBipedChain.RightArm, weight, offset);
skip = true;
ik.solver.Update();
}
}
private void RotateShoulder(FullBodyBipedChain chain, float weight, float offset)
{
Quaternion b = Quaternion.FromToRotation(GetParentBoneMap(chain).swingDirection, ik.solver.GetEndEffector(chain).position - GetParentBoneMap(chain).transform.position);
Vector3 vector = ik.solver.GetEndEffector(chain).position - ik.solver.GetLimbMapping(chain).bone1.position;
float num = ik.solver.GetChain(chain).nodes[0].length + ik.solver.GetChain(chain).nodes[1].length;
float num2 = vector.magnitude / num - 1f + offset;
num2 = Mathf.Clamp(num2 * weight, 0f, 1f);
Quaternion quaternion = Quaternion.Lerp(Quaternion.identity, b, num2 * ik.solver.GetEndEffector(chain).positionWeight * ik.solver.IKPositionWeight);
ik.solver.GetLimbMapping(chain).parentBone.rotation = quaternion * ik.solver.GetLimbMapping(chain).parentBone.rotation;
}
private IKMapping.BoneMap GetParentBoneMap(FullBodyBipedChain chain)
{
return ik.solver.GetLimbMapping(chain).GetBoneMap(IKMappingLimb.BoneMapType.Parent);
}
private void OnDestroy()
{
if (ik != null)
{
IKSolverFullBodyBiped solver = ik.solver;
solver.OnPostUpdate = (IKSolver.UpdateDelegate)Delegate.Remove(solver.OnPostUpdate, new IKSolver.UpdateDelegate(RotateShoulders));
}
}
}
}