void LateUpdate() { // Making sure this works with Animate Physics if (!animatePhysics) { updateFrame = true; } if (!updateFrame) { return; } updateFrame = false; // Put the camera back to its default local position relative to the head cam.transform.localPosition = camDefaultLocalPosition; // Remember the camera's position relative to the gun target camRelativeToGunTarget = gunTarget.InverseTransformPoint(cam.transform.position); // Update the camera cam.LateUpdate(); // Rotating the root of the character if it is past maxAngle from the camera forward RotateCharacter(); Aiming(); LookDownTheSight(); }
void LateUpdate() { // Making sure this works with Animate Physics if (!animatePhysics) { updateFrame = true; } if (!updateFrame) { return; } updateFrame = false; // Put the camera back to it's default local position relative to the head cam.transform.localPosition = camDefaultLocalPosition; // Remember the camera's position relative to the gun target camRelativeToGunTarget = gunTarget.InverseTransformPoint(cam.transform.position); // Update the camera cam.LateUpdate(); // Rotating the root of the character if it is past maxAngle from the camera forward RotateCharacter(); // Set FBBIK positionWeight for the hands ik.solver.leftHandEffector.positionWeight = aimWeight > 0 && sightWeight > 0? aimWeight * sightWeight: 0f; ik.solver.rightHandEffector.positionWeight = ik.solver.leftHandEffector.positionWeight; Aiming(); LookDownTheSight(); }