Ejemplo n.º 1
0
    // Update is called once per frame
    void LateUpdate()
    {
        chest.rotation *= Quaternion.Slerp(Quaternion.identity, cam.localRotation, 0.25f);
        spine.rotation *= Quaternion.Slerp(Quaternion.identity, cam.localRotation, 0.25f);
        head.rotation   = cam.rotation;
        cam.position    = camerAnchor.position;

        //Saving hands coords to gun aimpoint space
        localRightHandCoords.position = gunAimpoint.InverseTransformPoint(rightHand.position);
        localRightHandCoords.up       = gunAimpoint.InverseTransformDirection(rightHand.up);
        localRightHandCoords.forward  = gunAimpoint.InverseTransformDirection(rightHand.forward);

        localLeftHandCoords.position = gunAimpoint.InverseTransformPoint(leftHand.position);
        localLeftHandCoords.up       = gunAimpoint.InverseTransformDirection(leftHand.up);
        localLeftHandCoords.forward  = gunAimpoint.InverseTransformDirection(leftHand.forward);
        //

        //Saving original gun aimpoints coords
        Vector3    originalAimPointPos = gunAimpoint.position;
        Quaternion originalAimPointRot = gunAimpoint.rotation;

        //

        //Setting target gun aimpoint coords
        gunAimpoint.position = aimpoint.position;
        gunAimpoint.rotation = aimpoint.rotation;
        //

        //Restoring saved hands coords from aimpoint space to world space
        targetRightHandCoords.position = gunAimpoint.TransformPoint(localRightHandCoords.position);
        targetRightHandCoords.up       = gunAimpoint.TransformDirection(localRightHandCoords.up);
        targetRightHandCoords.forward  = gunAimpoint.TransformDirection(localRightHandCoords.forward);

        targetLeftHandCoords.position = gunAimpoint.TransformPoint(localLeftHandCoords.position);
        targetLeftHandCoords.up       = gunAimpoint.TransformDirection(localLeftHandCoords.up);
        targetLeftHandCoords.forward  = gunAimpoint.TransformDirection(localLeftHandCoords.forward);
        //

        //Restoring original gun aimpoint coords
        gunAimpoint.position = originalAimPointPos;
        gunAimpoint.rotation = originalAimPointRot;
        //
        //Using IK to set hands in to target coords
        IK.ik(rightHand, targetRightHandCoords.position, Quaternion.LookRotation(targetRightHandCoords.forward, targetRightHandCoords.up), 1, 1);
        IK.ik(leftHand, targetLeftHandCoords.position, Quaternion.LookRotation(targetLeftHandCoords.forward, targetLeftHandCoords.up), 1, 1);
        //
    }