Files
2026-03-04 10:03:45 +08:00

147 lines
4.6 KiB
C#

using System;
using UnityEngine;
namespace RootMotion.FinalIK
{
[HelpURL("https://www.youtube.com/watch?v=r5jiZnsDH3M")]
[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Target")]
public class InteractionTarget : MonoBehaviour
{
[Serializable]
public class Multiplier
{
[Tooltip("The curve type (InteractionObject.WeightCurve.Type).")]
public InteractionObject.WeightCurve.Type curve;
[Tooltip("Multiplier of the curve's value.")]
public float multiplier;
}
[Tooltip("The type of the FBBIK effector.")]
public FullBodyBipedEffector effectorType;
[Tooltip("InteractionObject weight curve multipliers for this effector target.")]
public Multiplier[] multipliers;
[Tooltip("The interaction speed multiplier for this effector. This can be used to make interactions faster/slower for specific effectors.")]
public float interactionSpeedMlp = 1f;
[Tooltip("The pivot to twist/swing this interaction target about. For symmetric objects that can be interacted with from a certain angular range.")]
public Transform pivot;
[Tooltip("The axis of twisting the interaction target (blue line).")]
public Vector3 twistAxis = Vector3.up;
[Tooltip("The weight of twisting the interaction target towards the effector bone in the start of the interaction.")]
public float twistWeight = 1f;
[Tooltip("The weight of swinging the interaction target towards the effector bone in the start of the interaction. Swing is defined as a 3-DOF rotation around any axis, while twist is only around the twist axis.")]
public float swingWeight;
[Tooltip("If true, will twist/swing around the pivot only once at the start of the interaction. If false, will continue rotating throuout the whole interaction.")]
public bool rotateOnce = true;
private Quaternion defaultLocalRotation;
private Transform lastPivot;
[ContextMenu("User Manual")]
private void OpenUserManual()
{
Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
}
[ContextMenu("Scrpt Reference")]
private void OpenScriptReference()
{
Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_target.html");
}
[ContextMenu("TUTORIAL VIDEO (PART 1: BASICS)")]
private void OpenTutorial1()
{
Application.OpenURL("https://www.youtube.com/watch?v=r5jiZnsDH3M");
}
[ContextMenu("TUTORIAL VIDEO (PART 2: PICKING UP...)")]
private void OpenTutorial2()
{
Application.OpenURL("https://www.youtube.com/watch?v=eP9-zycoHLk");
}
[ContextMenu("TUTORIAL VIDEO (PART 3: ANIMATION)")]
private void OpenTutorial3()
{
Application.OpenURL("https://www.youtube.com/watch?v=sQfB2RcT1T4&index=14&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
[ContextMenu("TUTORIAL VIDEO (PART 4: TRIGGERS)")]
private void OpenTutorial4()
{
Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
}
[ContextMenu("Support Group")]
private void SupportGroup()
{
Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
}
[ContextMenu("Asset Store Thread")]
private void ASThread()
{
Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
}
public float GetValue(InteractionObject.WeightCurve.Type curveType)
{
for (int i = 0; i < multipliers.Length; i++)
{
if (multipliers[i].curve == curveType)
{
return multipliers[i].multiplier;
}
}
return 1f;
}
public void ResetRotation()
{
if (pivot != null)
{
pivot.localRotation = defaultLocalRotation;
}
}
public void RotateTo(Vector3 position)
{
if (!(pivot == null))
{
if (pivot != lastPivot)
{
defaultLocalRotation = pivot.localRotation;
lastPivot = pivot;
}
pivot.localRotation = defaultLocalRotation;
if (twistWeight > 0f)
{
Vector3 tangent = base.transform.position - pivot.position;
Vector3 vector = pivot.rotation * twistAxis;
Vector3 normal = vector;
Vector3.OrthoNormalize(ref normal, ref tangent);
normal = vector;
Vector3 tangent2 = position - pivot.position;
Vector3.OrthoNormalize(ref normal, ref tangent2);
Quaternion b = QuaTools.FromToAroundAxis(tangent, tangent2, vector);
pivot.rotation = Quaternion.Lerp(Quaternion.identity, b, twistWeight) * pivot.rotation;
}
if (swingWeight > 0f)
{
Quaternion b2 = Quaternion.FromToRotation(base.transform.position - pivot.position, position - pivot.position);
pivot.rotation = Quaternion.Lerp(Quaternion.identity, b2, swingWeight) * pivot.rotation;
}
}
}
}
}