/// <summary> /// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendDirections"/> class. /// </summary> public BipedLimbOrientations(LimbOrientation leftArm, LimbOrientation rightArm, LimbOrientation leftLeg, LimbOrientation rightLeg) { this.leftArm = leftArm; this.rightArm = rightArm; this.leftLeg = leftLeg; this.rightLeg = rightLeg; }
/// <summary> /// Initializes a new instance of the <see cref="RootMotion.FinalIK.FullBodyBipedBendDirections"/> class. /// </summary> public BipedLimbOrientations(LimbOrientation leftArm, LimbOrientation rightArm, LimbOrientation leftLeg, LimbOrientation rightLeg) { this.leftArm = leftArm; this.rightArm = rightArm; this.leftLeg = leftLeg; this.rightLeg = rightLeg; }
/// <summary> /// This class creates a limb for a body. /// </summary> /// <param name="limbType">The type of the limb, if its a arm or a leg or etc...</param> /// <param name="limbHp">the total hp of the limb</param> /// <param name="maxLimbHp">the max limb hp that it can recover</param> /// <param name="limbWeight">The total weight of the limb</param> /// <param name="limbName">The name of the limb</param> /// <param name="orientation">If it's in the center, left or right of the body</param> /// <param name="materialID">The id to define the material, if needeed look at the material definition json\n /// Defaults to "flesh"</param> public Limb(TypeOfLimb limbType, int limbHp, int maxLimbHp, double limbWeight, string limbName, LimbOrientation orientation, string materialID = "flesh") { LimbMaterial = System.Physics.PhysicsManager.SetMaterial(materialID); TypeLimb = limbType; MaxLimbHp = maxLimbHp; LimbHp = limbHp; LimbWeight = limbWeight; // Defaults to true Attached = true; LimbName = limbName; Orientation = orientation; }
} // Dummy constructor public BipedLimbOrientations(LimbOrientation leftArm, LimbOrientation rightArm, LimbOrientation leftLeg, LimbOrientation rightLeg) { } // 0x0000000180322390-0x0000000180322410