Example #1
0
        // Initiate this, get the default values
        public void Initiate(InteractionSystem interactionSystem)
        {
            this.interactionSystem = interactionSystem;

            // Find the effector if we haven't already
            effector = interactionSystem.ik.solver.GetEffector(effectorType);
            poser    = effector.bone.GetComponent <Poser>();

            StoreDefaults();
        }
		// Initiate this, get the default values
		public void Initiate(InteractionSystem interactionSystem) {
			this.interactionSystem = interactionSystem;

			// Find the effector if we haven't already
			if (effector == null) {
				effector = interactionSystem.ik.solver.GetEffector(effectorType);
				poser = effector.bone.GetComponent<Poser>();
			}

			StoreDefaults();
		}
Example #3
0
        // Initiate this, get the default values
        public void Initiate(IKSolverFullBodyBiped solver)
        {
            // Find the effector if we haven't already
            if (effector == null)
            {
                effector = solver.GetEffector(effectorType);
                poser    = effector.bone.GetComponent <Poser>();
            }

            defaultPull  = solver.GetChain(effectorType).pull;
            defaultReach = solver.GetChain(effectorType).reach;
        }
 public void Initiate(InteractionSystem interactionSystem, IKSolverFullBodyBiped solver)
 {
     this.interactionSystem = interactionSystem;
     if (this.effector == null)
     {
         this.effector = solver.GetEffector(this.effectorType);
         this.poser    = this.effector.bone.GetComponent <Poser>();
     }
     this.defaultPull       = solver.GetChain(this.effectorType).pull;
     this.defaultReach      = solver.GetChain(this.effectorType).reach;
     this.defaultPush       = solver.GetChain(this.effectorType).push;
     this.defaultPushParent = solver.GetChain(this.effectorType).pushParent;
 }
		// Initiate this, get the default values
		public void Initiate(InteractionSystem interactionSystem, IKSolverFullBodyBiped solver) {
			this.interactionSystem = interactionSystem;

			// Find the effector if we haven't already
			if (effector == null) {
				effector = solver.GetEffector(effectorType);
				poser = effector.bone.GetComponent<Poser>();
			}

			defaultPull = solver.GetChain(effectorType).pull;
			defaultReach = solver.GetChain(effectorType).reach;
			defaultPush = solver.GetChain(effectorType).push;
			defaultPushParent = solver.GetChain(effectorType).pushParent;
		}
Example #6
0
        // Initiate this, get the default values
        public void Initiate(InteractionSystem interactionSystem, IKSolverFullBodyBiped solver)
        {
            this.interactionSystem = interactionSystem;

            // Find the effector if we haven't already
            if (effector == null)
            {
                effector = solver.GetEffector(effectorType);
                poser    = effector.bone.GetComponent <Poser>();
            }

            defaultPull       = solver.GetChain(effectorType).pull;
            defaultReach      = solver.GetChain(effectorType).reach;
            defaultPush       = solver.GetChain(effectorType).push;
            defaultPushParent = solver.GetChain(effectorType).pushParent;
        }
		void Start() {
			// Find some components.
			ik = GetComponent<FullBodyBipedIK>();
			poserLeftHand = ik.references.leftHand.GetComponent<Poser>();
			poserRightHand = ik.references.rightHand.GetComponent<Poser>();
			
			ik.solver.OnPostUpdate += AfterFBBIK;
			lastWeight = weight;
			
			SetHandedness(handedness);
			
			// Remember some default positions
			defaultWeaponsAnchorLocalPosition = weaponsAnchor.localPosition;
			weaponsPivotLocalPosition = weaponsPivot.localPosition;
			pivotRelativePosition = pivotMotionTarget.InverseTransformPoint(weaponsPivot.position);
			
			cameraPosition = TargetsCameraPosition();
			lastCharacterPosition = characterController.position;
		}
        // Initiate this, get the default values
        public void Initiate(IKSolverFullBodyBiped solver)
        {
            // Find the effector if we haven't already
            if (effector == null) {
                effector = solver.GetEffector(effectorType);
                poser = effector.bone.GetComponent<Poser>();
            }

            defaultPull = solver.GetChain(effectorType).pull;
            defaultReach = solver.GetChain(effectorType).reach;
        }