// Use this for a play with a trained Neural network void Start () { isFinished = false; max_increment = 2000; sinceWhen = 0; memory = new List<bool>(); //isInit = true; Object loadedObject = Resources.Load("Tansegrity"); tansegrity = Instantiate(loadedObject) as GameObject; springManager = tansegrity.GetComponent<SpringManager>() as SpringManager; // get the limits of the terrain setMinMax(); //get the goal position arrival = GameObject.Find("Arrival").transform.position; arrival = dividVect(arrival - min, max-min); increment = 0; posMemory = new Vector3(0,0,0); // Gestion des stick sticks = tansegrity.GetComponentsInChildren<Stick>(); }
public static List <SpringBone> GetAllUnitychanSpringBoneRoot(SpringManager springManager) { return(springManager.springBones .Where(sb => sb != null && sb.transform.parent.GetComponent <SpringBone>() == null) .Distinct() .ToList()); }
private GenericMenu GetWeaponListMenu(SpringManager manager, int current) { GetWeaponInfo(0); var ws = m_weapons.GetItems(); if (ws.Count < 1) { return(null); } var menu = new GenericMenu(); foreach (var w in ws) { if (w.ID >= Creature.MAX_WEAPON_ID) { continue; } menu.AddItem(new GUIContent(GetWeaponString(w.ID, w.name)), current == w.ID, i => { manager.currentWeapon = (int)i; if (!EditorApplication.isPlaying) { manager.Refresh(); } InternalEditorUtility.RepaintAllViews(); }, w.ID); } return(menu); }
static void WriteSpringManager(Component com) { WriteString("SpringManager"); SpringManager manager = com as SpringManager; bw.Write(manager.dynamicRatio); bw.Write(manager.stiffnessForce); WriteAnimationCurve(manager.stiffnessCurve); bw.Write(manager.dragForce); WriteAnimationCurve(manager.dragCurve); int bone_count = manager.springBones.Length; bw.Write(bone_count); for (int i = 0; i < bone_count; ++i) { var bone = manager.springBones[i]; if (bone) { string path = GetRelativePath(manager.transform, bone.transform); WriteString(path); } else { WriteString(""); } } }
private void Awake() { trs = transform; localRotation = transform.localRotation; //Kobayashi:Reference for "SpringManager" component with unitychan // GameObject.Find("unitychan_dynamic").GetComponent<SpringManager>(); managerRef = GetParentSpringManager(transform); }
public static Transform SearchRootNode(SpringManager manager) { var boneRoot = manager.transform.Find("model/Bip001"); if (!boneRoot) { boneRoot = manager.transform.Find("Bip001"); } return(boneRoot ? boneRoot : manager.transform); }
public static Transform SearchParentNode(SpringManager manager) { var root = manager.transform.parent; while (root) { var m = root.GetComponent <SpringManager>(); if (m) { return(root); } root = root.parent; } return(manager.transform); }
private GenericMenu GetWeaponsMenu(SpringManager manager, int current) { if (!manager) { return(null); } var ids = manager.GetSavedWeaponIDs(); if (ids.Count < 1) { return(null); } var menu = new GenericMenu(); foreach (var id in ids) { menu.AddItem(new GUIContent(GetWeaponString(id)), current == id, i => manager.CopyParams((int)i, current), id); } return(menu); }
// Use this for initialization void Start() { springManager = new SpringManager(); OnStart(); }
void OnDrawGizmos() { Gizmos.color = Color.red; drawbone(transform, 0); if (drawcoordinate) { drawbone(transform, 1); drawbone(transform, 2); drawbone(transform, 3); } SpringManager sm = GetComponent <SpringManager>(); int boneCounts = sm.springBones.Length; for (int i = 0; i < boneCounts; ++i) { drawbone1(sm.springBones[i].transform, 0); } //Debug.Log( CreateSomeClass( ) ); return; //Physics2D.ci SkinnedMeshRenderer TRender = GetComponent <SkinnedMeshRenderer>( ); if (TRender != null && TRender.bones != null) { Transform[] M4Array = TRender.bones; if (M4Array != null) { for (int nLoop = 0; nLoop < M4Array.Length; ++nLoop) { //TRender.bon DrawCurrent(M4Array[nLoop]); // Gizmos.DrawSphere( M4Array[nLoop].MultiplyPoint3x4( new Vector3(0,0,0) ), 0.1f ); //Gizmos.DrawLine(TRender.bones[nLoop].position, new Vector3(0,0,0)); } } } Animator T = gameObject.GetComponent <Animator>( ); for (int nLoop = 0; nLoop < 49; ++nLoop) { //Gizmos.DrawSphere( T., 0.1f ); } //TRender.sharedMesh.bindposes; // drawbone(transform); //Animation //T.GetBoneTransform( ); //Avatar; //SkeletonBone // Gizmos.DrawLine(VLIn, VLOut); // Gizmos.DrawLine(VRIn, VROut); }