public void SyncTo(ICharacterBoneState state) { //state.NeckP3Pitch = FollowPitch(FollowRotHelper.PitchHeadAngle(), _neckP3); //state.HeadP3Pitch = FollowPitch(FollowRotHelper.PitchHeadAngle(), _headP3); //var yaw = SlerpHeadRot(FollowRotHelper.HeadRotProcess(), FollowRotHelper.YawHeadAngle(), FollowRotHelper.IsHeadRotCW()); //state.NeckP3Yaw = FollowYaw(yaw, _neckP3); //state.HeadP3Yaw = FollowYaw(yaw, _headP3); state.PitchHeadAngle = FollowRotHelper.PitchHeadAngle(); state.RotHeadAngle = FollowRotHelper.YawHeadAngle(); state.HeadRotProcess = FollowRotHelper.HeadRotProcess(); state.PitchHandAngle = FollowRotHelper.PitchHandAngle(); state.IsHeadRotCW = FollowRotHelper.IsHeadRotCw(); }
public void SyncTo(ICharacterBoneState state) { state.WeaponPitch = _weaponPitchPercent; }
public void SyncTo(ICharacterBoneState state) { _followRot.SyncTo(state); _weaponRot.SyncTo(state); }