// Use this for initialization void Start() { aim.Disable(); ik.Disable(); look.Disable(); ik.solver.OnPostUpdate += OnPostFBBIK; }
void Start() { animator = GetComponent <Animator>(); // Disable the IK components to update them manually in a specific order ik.Disable(); if (aim != null) { aim.Disable(); } }
// Use this for initialization void Start() { if (null != m_AimIK) { m_AimIK.Disable(); } if (null != m_FBBIK) { m_FBBIK.Disable(); } }
void Start() { // Remember some default local positions gunTargetDefaultLocalPosition = gunTarget.localPosition; gunTargetDefaultLocalRotation = gunTarget.localRotation; camDefaultLocalPosition = cam.transform.localPosition; // Disable the camera and IK components so we can handle their execution order cam.enabled = false; gunAim.Disable(); ik.Disable(); }
void IPeMsg.OnMsg(EMsg msg, params object[] args) { switch (msg) { case EMsg.View_Prefab_Build: BiologyViewRoot viewRoot = args[1] as BiologyViewRoot; m_AnimEffectCtrl = viewRoot.ikAnimEffectCtrl; m_IKAimCtrl = viewRoot.ikAimCtrl; m_IKFlashLight = viewRoot.ikFlashLight; m_FBBIK = viewRoot.fbbik; m_GroundFBBIK = viewRoot.grounderFBBIK; m_IKArray = viewRoot.ikArray; if (null != m_IKAimCtrl) { m_IKAimCtrl.SetSmoothMoveState(m_SmoothAim); } m_AutoCloseFBBIK = (null == m_GroundFBBIK); if (null != m_FBBIK) { m_FBBIK.Disable(); m_FBBIK.solver.iterations = 1; m_DefaultMappingValue = m_FBBIK.solver.leftArmMapping.weight; } if (null != m_GroundFBBIK) { m_DefaultSpineBend = m_GroundFBBIK.spineBend; } ikEnable = m_IKEnable; flashLightActive = m_FlashLightActive; enableArmMap = m_SpineMask.Count == 0; enableGrounderSpineEffect = m_SpineMask.Count == 0; break; // case EMsg.Battle_EnterShootMode: // enableGrounderSpineEffect = false; // enableArmMap = false; // break; // case EMsg.Battle_ExitShootMode: // enableGrounderSpineEffect = true; // enableArmMap = true; // break; // case EMsg.Battle_PauseShootMode: // if(null != m_IKAimCtrl) // m_IKAimCtrl.SetActive(false); // break; // case EMsg.Battle_ContinueShootMode: // if(null != m_IKAimCtrl) // m_IKAimCtrl.SetActive(true); // break; } }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent <AimIK>(); ik = GetComponent <FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.Disable(); ik.Disable(); fpsCamDefaultRot = firstPersonCam.transform.localRotation; }
public float offset = 0.2f; // The greater the offset, the sooner the shoulder will start rotating void LateUpdate() { if (ik == null) { return; } if (ik.enabled) { ik.Disable(); } // We need to update FFBIK first, so we get the more-or-less pose and we know how the chest of the character is rotated. We can calculate shoulder rotation offset based on that. ik.solver.Update(); // Update the FBBIK once. You might want to set ShoulderRotator's script execution order to execute after any other script that you have. RotateShoulder(FullBodyBipedChain.LeftArm, weight, offset); // Rotate the left shoulder RotateShoulder(FullBodyBipedChain.RightArm, weight, offset); // Rotate the right shoulder ik.solver.Update(); // Update FBBIK again with the rotated shoulders }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent <AimIK>(); ik = GetComponent <FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.Disable(); ik.Disable(); // Presuming head is rotated towards character forward at Start headLookAxis = ik.references.head.InverseTransformVector(ik.references.root.forward); fpsCamDefaultRot = firstPersonCam.transform.localRotation; // Enable the upper-body aiming pose animator.SetLayerWeight(1, 1f); }
public MovementManager(BjjPlayer bjjPlayer) //TODO: really we should be passing a subclass of BjjPlayer here { _player = bjjPlayer; _ik = _player.GetComponentInChildren <FullBodyBipedIK>(); _is = _player.GetComponentInChildren <InteractionSystem>(); _ik.Disable(); leftHand = new BodyPoint(SearchHierarchyForBone(_player.transform, "L Wrist").gameObject, FullBodyBipedEffector.LeftHand); rightHand = new BodyPoint(SearchHierarchyForBone(_player.transform, "R Hand GP").gameObject, FullBodyBipedEffector.RightHand); leftFoot = new BodyPoint(null, FullBodyBipedEffector.LeftFoot); rightFoot = new BodyPoint(null, FullBodyBipedEffector.RightFoot); leftThigh = new BodyPoint(null, FullBodyBipedEffector.LeftThigh); rightThigh = new BodyPoint(null, FullBodyBipedEffector.RightThigh); leftShoulder = new BodyPoint(null, FullBodyBipedEffector.LeftShoulder); rightShoulder = new BodyPoint(null, FullBodyBipedEffector.RightShoulder); body = new BodyPoint(null, FullBodyBipedEffector.Body); BodyPoints = new List <BodyPoint> { leftHand, rightHand, leftFoot, rightFoot, leftThigh, rightThigh, leftShoulder, rightShoulder, body }; }
// Use this for initialization void Start() { itemHeld = false; ik.Disable(); }
public void Initiate() { // Disable the FBBIK component to manage its updating ik.Disable(); }