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

68 lines
1.4 KiB
C#

using System;
using UnityEngine;
namespace FIMSpace.FTools
{
[Serializable]
public abstract class FIK_ProcessorBase
{
[Range(0f, 1f)]
public float IKWeight = 1f;
public Vector3 IKTargetPosition;
public Quaternion IKTargetRotation;
public Vector3 LastLocalDirection;
public Vector3 LocalDirection;
[NonSerialized]
public bool CallPreCalibrate = true;
public float fullLength { get; protected set; }
public bool Initialized { get; protected set; }
public FIK_IKBoneBase[] Bones { get; protected set; }
public FIK_IKBoneBase StartBone => Bones[0];
public FIK_IKBoneBase EndBone => Bones[Bones.Length - 1];
public Quaternion StartBoneRotationOffset { get; set; } = Quaternion.identity;
public virtual void Init(Transform root)
{
StartBoneRotationOffset = Quaternion.identity;
}
public virtual void PreCalibrate()
{
if (CallPreCalibrate)
{
for (FIK_IKBoneBase fIK_IKBoneBase = Bones[0]; fIK_IKBoneBase != null; fIK_IKBoneBase = fIK_IKBoneBase.Child)
{
fIK_IKBoneBase.transform.localRotation = fIK_IKBoneBase.InitialLocalRotation;
}
}
}
public virtual void Update()
{
}
public static float EaseInOutQuint(float start, float end, float value)
{
value /= 0.5f;
end -= start;
if (value < 1f)
{
return end * 0.5f * value * value * value * value * value + start;
}
value -= 2f;
return end * 0.5f * (value * value * value * value * value + 2f) + start;
}
}
}