コード例 #1
0
ファイル: MountPoints.cs プロジェクト: AggressiveYak/Prevail
        /// <summary>
        /// Creates a mount point at run-time. This won't persist unless you
        /// serialize the data yourself during run-time.
        /// </summary>
        /// <param name="rName">Name of the mount point</param>
        /// <param name="rBoneName">Bone name to attach it to or empty string to attach to root</param>
        /// <param name="rIgnoreParentScale">Determines if we should ignore the parent object's scale value</param>
        /// <returns></returns>
        public MountPoint CreateMountPoint(string rName, string rBoneName, bool rIgnoreParentScale)
        {
            // Create the mount point
            MountPoint lPoint = new MountPoint();

            lPoint.Owner    = gameObject;
            lPoint.Name     = rName;
            lPoint.BoneName = rBoneName;

            // Attach it to the right bone
            Transform lParentTransform = gameObject.transform;

            lPoint.Anchor      = new GameObject();
            lPoint.Anchor.name = "MP_" + lPoint.Anchor.GetInstanceID();

            if (lPoint.BoneName.Length > 0)
            {
                Animator lAnimator = gameObject.GetComponent <Animator>();
                if (lAnimator != null)
                {
                    int lBoneIndex = MountPoints.GetHumanBodyBoneID(lPoint.BoneName);
                    if (lBoneIndex >= 0 && lBoneIndex <= (int)HumanBodyBones.LastBone)
                    {
                        lParentTransform = lAnimator.GetBoneTransform((HumanBodyBones)lBoneIndex);
                    }
                    else
                    {
                        Transform lBoneTransform = MountPoints.FindBone(transform, lPoint.BoneName);
                        if (lBoneTransform != null)
                        {
                            lParentTransform = lBoneTransform;
                        }
                    }
                }
            }

            lPoint.Anchor.transform.position = lParentTransform.position;
            lPoint.Anchor.transform.rotation = lParentTransform.rotation;
            lPoint.Anchor.transform.parent   = lParentTransform;

            // Initialize by ignoring the scale
            lPoint.IgnoreParentScale = rIgnoreParentScale;

            // Add to the list of mount points
            Points.Add(lPoint);

            // Return the point
            return(lPoint);
        }
コード例 #2
0
ファイル: MountPoint.cs プロジェクト: AggressiveYak/Prevail
        /// <summary>
        /// Anchors the mount point to the specified bone, essencially making
        /// this mount point a child of the bone.
        /// </summary>
        /// <param name="rBoneName">Bone name to anchor to or empty string to anchor to the root</param>
        public void AnchorTo(string rBoneName)
        {
            Transform lParentTransform = _Owner.transform;

            if (_Anchor == null)
            {
                _Anchor      = new GameObject();
                _Anchor.name = "MP_" + _Anchor.GetInstanceID();
            }

            _BoneName = rBoneName;
            if (_BoneName.Length > 0)
            {
                Animator lAnimator = _Owner.GetComponent <Animator>();
                if (lAnimator != null)
                {
                    int lBoneIndex = MountPoints.GetHumanBodyBoneID(_BoneName);
                    if (lBoneIndex >= 0 && lBoneIndex < (int)HumanBodyBones.LastBone)
                    {
                        lParentTransform = lAnimator.GetBoneTransform((HumanBodyBones)lBoneIndex);
                    }
                    else
                    {
                        Transform lBoneTransform = MountPoints.FindBone(_Owner.transform, _BoneName);
                        if (lBoneTransform != null)
                        {
                            lParentTransform = lBoneTransform;
                        }
                    }
                }
            }

            // Parent the mount point to this new transform. We don't
            // change it's position or rotation since we may need an offset.
            _Anchor.transform.parent = lParentTransform;
        }