// Start is called before the first frame update void Start() { if (player == null) { player = GameObject.FindWithTag("Player"); } if (rig == null) { rig = GetComponentInChildren <UnityEngine.Animations.Rigging.Rig>(); } button.SetActive(false); }
public static JobTransform[] GetAllRigTransformReferences(Rig rig) { RigTransform[] rigTransforms = rig.GetComponentsInChildren <RigTransform>(); if (rigTransforms.Length == 0) { return(null); } JobTransform[] jobTransforms = new JobTransform[rigTransforms.Length]; for (int i = 0; i < jobTransforms.Length; ++i) { jobTransforms[i] = new JobTransform(rigTransforms[i].transform, rigTransforms[i].syncFromScene); } return(jobTransforms); }
public static IRigConstraint[] GetConstraints(Rig rig) { IRigConstraint[] constraints = rig.GetComponentsInChildren <IRigConstraint>(); if (constraints.Length == 0) { return(null); } List <IRigConstraint> tmp = new List <IRigConstraint>(constraints.Length); foreach (var constraint in constraints) { if (constraint.IsValid()) { tmp.Add(constraint); } } return(tmp.Count == 0 ? null : tmp.ToArray()); }
public RigLayer(Rig rig, bool active = true) { this.rig = rig; this.active = active; data = k_InvalidDataIndex; }