Example #1
0
        private void UpdateIK() {
            if (!_enableIK) {
                _animatorHelper.LeftArmIKWeight = 0;
                _animatorHelper.RightArmIKWeight = 0;
                _animatorHelper.LookIKWeight = 0;
                return;
            }
            _animatorHelper.LookIKWeight = 1;

            AimDirection = AimDirection;
            _animTorso = _activeRagdoll.AnimatedTorso;
            _chest = _activeRagdoll.GetAnimatedBone(HumanBodyBones.Spine);
            ReflectBackwards();
            _targetDir2D = Auxiliary.GetFloorProjection(AimDirection);
            CalculateVerticalPercent();

            UpdateLookIK();
            UpdateArmsIK();
        }
Example #2
0
        private void UpdateCameraPosRot()
        {
            // Improve steep inclinations
            Vector3 movedLookPoint = _lookPoint.position;

            if (improveSteepInclinations)
            {
                float anglePercent    = (_cameraRotation.y - minVerticalAngle) / (maxVerticalAngle - minVerticalAngle);
                float currentDistance = ((anglePercent * inclinationDistance) - inclinationDistance / 2);
                movedLookPoint += (Quaternion.Euler(inclinationAngle, 0, 0)
                                   * Auxiliary.GetFloorProjection(Camera.transform.forward)) * currentDistance;
            }

            // Smooth
            _smoothedLookPoint = Vector3.Lerp(_smoothedLookPoint, movedLookPoint, smooth ? smoothSpeed * Time.deltaTime : 1);

            Camera.transform.position = _smoothedLookPoint - (_startDirection * _currentDistance);
            Camera.transform.RotateAround(_smoothedLookPoint, Vector3.right, _cameraRotation.y);
            Camera.transform.RotateAround(_smoothedLookPoint, Vector3.up, _cameraRotation.x);
            Camera.transform.LookAt(_smoothedLookPoint);
        }