private bool IsActive(CrossfadeFBBIK fbbik) { foreach (IKEffector eff in fbbik.solver.effectors) { if (eff.positionWeight > 0.05f || eff.rotationWeight > 0.05f) { return(true); } } return(false); }
private void Swap() { CrossfadeFBBIK ikTemp = this.ikPrimary; this.ikPrimary = this.ikSecondary; this.ikSecondary = ikTemp; CrossfadeInteractionHandler handlerTemp = this.handlerPrimary; this.handlerPrimary = this.handlerSecondary; this.handlerSecondary = handlerTemp; Dictionary <FullBodyBipedEffector, InteractionObject> temp = this.primaryEffectors; this.primaryEffectors = this.secondaryEffectors; this.secondaryEffectors = temp; }
public BodyIKController(CrossfadeFBBIK[] iks, float swapTime) { this.primaryEffectors = new Dictionary <FullBodyBipedEffector, InteractionObject>(); this.secondaryEffectors = new Dictionary <FullBodyBipedEffector, InteractionObject>(); this.ikPrimary = iks[0]; this.ikSecondary = iks[1]; this.SwapTime = swapTime; this.handlerPrimary = new CrossfadeInteractionHandler(ikPrimary); this.handlerSecondary = new CrossfadeInteractionHandler(ikSecondary); this.RegisterWithHandler(this.handlerPrimary); this.RegisterWithHandler(this.handlerSecondary); this.state = BodyIKState.Offline; }
public CrossfadeInteractionHandler(CrossfadeFBBIK fullBody) { this.fullBody = fullBody; // Add to the FBBIK OnPostUpdate delegate to get a call when it // has finished updating fullBody.solver.OnPostUpdate += OnPostFBBIK; foreach (InteractionEffector e in interactionEffectors) { e.OnStart = this.OnEffectorStart; e.OnTrigger = OnEffectorTrigger; e.OnRelease = OnEffectorRelease; e.OnPause = OnEffectorPause; e.OnPickUp = OnEffectorPickUp; e.OnResume = OnEffectorResume; e.OnStop = OnEffectorStop; e.Initiate(fullBody.solver); } }
public CrossfadeInteractionHandler(CrossfadeFBBIK fullBody) { this.fullBody = fullBody; // Add to the FBBIK OnPostUpdate delegate to get a call when it // has finished updating fullBody.solver.OnPostUpdate += OnPostFBBIK; foreach (InteractionEffector e in interactionEffectors) { e.OnStart = this.OnEffectorStart; e.OnTrigger = OnEffectorTrigger; e.OnRelease = OnEffectorRelease; e.OnPause = OnEffectorPause; e.OnPickUp = OnEffectorPickUp; e.OnResume = OnEffectorResume; e.OnStop = OnEffectorStop; e.Initiate(fullBody.solver); } }
void Awake() { CrossfadeFBBIK[] iks = this.GetComponents<CrossfadeFBBIK>(); this.ik1 = iks[0]; this.ik2 = iks[1]; }
public PointIKController(CrossfadeFBBIK[] iks) { this.ikSecondary = iks[1]; this.state = PointingState.INACTIVE; this.currAnimTime = 0.0f; this.maxTime = 0.6f; this.holdTime = 0.0f; this.maxHoldTime = 1.0f; }
public DeathIKController(CrossfadeFBBIK[] iks) { this.ikSecondary = iks[1]; state = LifeState.ALIVE; currAnimTime = 0f; maxTime = 1.2f; }
public ButtonIKController(CrossfadeFBBIK[] iks) { this.ikSecondary = iks[1]; this.state = ButtonPressState.INACTIVE; this.currAnimTime = 0.0f; this.maxTime = 0.6f; }
private void Swap() { CrossfadeFBBIK ikTemp = this.ikPrimary; this.ikPrimary = this.ikSecondary; this.ikSecondary = ikTemp; CrossfadeInteractionHandler handlerTemp = this.handlerPrimary; this.handlerPrimary = this.handlerSecondary; this.handlerSecondary = handlerTemp; Dictionary<FullBodyBipedEffector, InteractionObject> temp = this.primaryEffectors; this.primaryEffectors = this.secondaryEffectors; this.secondaryEffectors = temp; }
private bool IsActive(CrossfadeFBBIK fbbik) { foreach (IKEffector eff in fbbik.solver.effectors) if (eff.positionWeight > 0.05f || eff.rotationWeight > 0.05f) return true; return false; }
public BodyIKController(CrossfadeFBBIK[] iks, float swapTime) { this.primaryEffectors = new Dictionary<FullBodyBipedEffector, InteractionObject>(); this.secondaryEffectors = new Dictionary<FullBodyBipedEffector, InteractionObject>(); this.ikPrimary = iks[0]; this.ikSecondary = iks[1]; this.SwapTime = swapTime; this.handlerPrimary = new CrossfadeInteractionHandler(ikPrimary); this.handlerSecondary = new CrossfadeInteractionHandler(ikSecondary); this.RegisterWithHandler(this.handlerPrimary); this.RegisterWithHandler(this.handlerSecondary); this.state = BodyIKState.Offline; }
public PrayingIKController(CrossfadeFBBIK[] iks) { ikSecondary = iks[1]; state = PrayingIKState.INACTIVE; maxTime = 0.4f; }
public bool bodyEffectChildNodes = true; // If true, the body effector will also drag the thigh effectors void Awake() { CrossfadeFBBIK[] iks = this.GetComponents <CrossfadeFBBIK>(); this.ik1 = iks[0]; this.ik2 = iks[1]; }
public PunchIKController(CrossfadeFBBIK[] iks) { ikPrimary = iks[0]; ikSecondary = iks[1]; weightInterp = new Interpolator<float>( 0.0f, .75f, Mathf.Lerp); }