// 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(); }
// 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; }
// 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; }