/// <summary>
        /// Apply the pose of an absolute clip.
        /// </summary>
        /// <param name="player">The player character</param>
        /// <param name="pose">The pose to apply</param>
        /// <param name="weight">(optional) The weighting on the pose, used to
        /// interpolate this pose with another if necessary. Default: 1.</param>
        /// <param name="updateVirtualSnapshot">(optional) Whether or not to update the mixer's virtual snapshot
        /// of the player character. When mixing multiple absolute poses, this
        /// action can be saved for the last pose applied. Default: true.</param>
        private void MixAbsolute(PlayerCharacter player, AbsolutePoseInfo pose, float weight = 1f, bool updateVirtualSnapshot = true)
        {
            PoseTools.MixAbsolute(player, VirtualSnapshot, pose, weight);

            if (updateVirtualSnapshot)
            {
                VirtualSnapshot = new PlayerSnapshot(player);
            }
        }
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        private void SetupTest()
        {
            player = TestingTools.ConstructPlayer();

            player.transform.position    = Vector3.zero;
            player.transform.eulerAngles = Vector3.one * 10;
            player.transform.localScale  = Vector3.zero;
            player.SetFacing(Facing.Left);
            player.gameObject.SetActive(true);

            snapshot = new PlayerSnapshot(player);
            player.transform.position    = Vector3.one;
            player.transform.eulerAngles = Vector3.one;
            player.transform.localScale  = Vector3.one;
            player.SetFacing(Facing.Left);
            player.gameObject.SetActive(true);

            absA          = new AbsolutePoseInfo();
            absA.Position = new Vector3(-10, -10, -10);
            absA.Rotation = Vector3.zero;
            absA.Scale    = new Vector3(-10, -10, -10);
            absA.State    = typeof(SingleJumpFall);
            absA.Flipped  = true;
            absA.Active   = true;

            absB          = new AbsolutePoseInfo();
            absB.Position = new Vector3(10, 10, 10);
            absB.Rotation = new Vector3(20, 20, 20);
            absB.Scale    = new Vector3(10, 10, 10);
            absB.State    = typeof(Running);
            absB.Flipped  = false;
            absB.Active   = false;

            relA          = new RelativePoseInfo();
            relA.Position = new Vector3(-10, -10, -10);
            relA.Rotation = Vector3.zero;
            relA.Scale    = new Vector3(-10, -10, -10);
            relA.State    = typeof(SingleJumpFall);
            relA.Flipped  = true;
            relA.Active   = true;

            relB          = new RelativePoseInfo();
            relB.Position = new Vector3(10, 10, 10);
            relB.Rotation = new Vector3(20, 20, 20);
            relB.Scale    = new Vector3(10, 10, 10);
            relB.State    = typeof(Running);
            relB.Flipped  = false;
            relB.Active   = false;
        }
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        /// <summary>
        /// Apply the pose of an absolute clip.
        /// </summary>
        /// <param name="player">The player character</param>
        /// <param name="snapshot">A snapshot of player character information. This
        /// gets mixed into the player's pose as well.</param>
        /// <param name="pose">The pose to apply</param>
        /// <param name="weight">(optional) The weighting on the pose, used to
        /// interpolate this pose with another if necessary. Default: 1.</param>
        /// <param name="updateVirtualSnapshot">(optional) Whether or not to update the mixer's virtual snapshot
        /// of the player character. When mixing multiple absolute poses, this
        /// action can be saved for the last pose applied. Default: true.</param>
        public static void MixAbsolute(PlayerCharacter player, PlayerSnapshot snapshot, AbsolutePoseInfo pose, float weight = 1f)
        {
            Vector3 pos = snapshot.Position;
            Vector3 rot = snapshot.Rotation;
            Vector3 scl = snapshot.Scale;

            player.transform.position    = (pose.Position - pos) * weight + pos;
            player.transform.eulerAngles = (pose.Rotation - rot) * weight + rot;
            player.transform.localScale  = (pose.Scale - scl) * weight + scl;
        }