void Update()
    {
        if (this.ragdoll == null)
            this.ragdoll =
                this.shadowControllers["ShadowRagdollController"]
                as ShadowRagdollController;
        if (this.locomotion == null)
            this.locomotion =
                this.shadowControllers["ShadowLocomotionController"];

        this.dWeight.Tick(Time.deltaTime);

        // Set all of the shadows' root transform positions and orientations
        // to the real root position and orientation
        UpdateCoordinates();

        this.locomotion.ControlledUpdate();
        this.locomotion.Encode(this.locomotionPose);

        // Special management of the ragdoll controller for telling it
        // that it's fully faded out and done falling
        if (this.dWeight.IsMin == true)
            this.ragdoll.IsFalling = false;

        // Reuse the locomotion pose buffer
        this.locomotionPose = this.BlendRagdoll(this.locomotionPose);
        Shadow.ReadShadowData(
            this.locomotionPose,
            transform.GetChild(0),
            this);
    }
Exemple #2
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    void Awake()
    {
        this.sWeight = new Slider(2.0f);
        this.aWeight = new Slider(2.0f);
        this.hWeight = new Slider(2.0f);
        this.rWeight = new Slider(2.0f);
        this.dWeight = new Slider(2.0f);

        this.sitting    = this.GetComponent <ShadowSittingController>();
        this.locomotion = this.GetComponent <ShadowLocomotionController>();
        this.anim       = this.GetComponent <ShadowAnimationController>();
        this.headLook   = this.GetComponent <ShadowHeadLookController>();
        this.reach      = this.GetComponent <ShadowReachController>();
        this.ragdoll    = this.GetComponent <ShadowRagdollController>();
    }
Exemple #3
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    void Awake()
    {
        this.sWeight = new Slider(2.0f);
        this.aWeight = new Slider(2.0f);
        this.hWeight = new Slider(2.0f);
        this.rWeight = new Slider(2.0f);
        this.dWeight = new Slider(2.0f);

        this.sitting = this.GetComponent<ShadowSittingController>();
        this.locomotion = this.GetComponent<ShadowLocomotionController>();
        this.anim = this.GetComponent<ShadowAnimationController>();
        this.headLook = this.GetComponent<ShadowHeadLookController>();
        this.reach = this.GetComponent<ShadowReachController>();
        this.ragdoll = this.GetComponent<ShadowRagdollController>();
    }
    void Update()
    {
        if (this.ragdoll == null)
        {
            this.ragdoll =
                this.shadowControllers["ShadowRagdollController"]
                as ShadowRagdollController;
        }
        if (this.locomotion == null)
        {
            this.locomotion =
                this.shadowControllers["ShadowLocomotionController"];
        }

        this.dWeight.Tick(Time.deltaTime);

        // Set all of the shadows' root transform positions and orientations
        // to the real root position and orientation
        UpdateCoordinates();

        this.locomotion.ControlledUpdate();
        this.locomotion.Encode(this.locomotionPose);

        // Special management of the ragdoll controller for telling it
        // that it's fully faded out and done falling
        if (this.dWeight.IsMin == true)
        {
            this.ragdoll.IsFalling = false;
        }

        // Reuse the locomotion pose buffer
        this.locomotionPose = this.BlendRagdoll(this.locomotionPose);
        Shadow.ReadShadowData(
            this.locomotionPose,
            hips,
            this);
    }