private void RegisterWithHandler(CrossfadeInteractionHandler handler) { handler.InteractionStart += this.OnInteractionStart; handler.InteractionTrigger += this.OnInteractionTrigger; handler.InteractionRelease += this.OnInteractionRelease; handler.InteractionPause += this.OnInteractionPause; handler.InteractionPickUp += this.OnInteractionPickUp; handler.InteractionResume += this.OnInteractionResume; handler.InteractionStop += this.OnInteractionStop; }
private void OnInteractionStop( CrossfadeInteractionHandler handler, FullBodyBipedEffector effectorType, InteractionObject interactionObject) { if (this.BodyStop != null) { this.BodyStop(effectorType, interactionObject); } }
private void Swap() { CrossfadeFBBIK ikTemp = this.ikPrimary; this.ikPrimary = this.ikSecondary; this.ikSecondary = ikTemp; CrossfadeInteractionHandler handlerTemp = this.handlerPrimary; this.handlerPrimary = this.handlerSecondary; this.handlerSecondary = handlerTemp; Dictionary <FullBodyBipedEffector, InteractionObject> temp = this.primaryEffectors; this.primaryEffectors = this.secondaryEffectors; this.secondaryEffectors = temp; }
public BodyIKController(CrossfadeFBBIK[] iks, float swapTime) { this.primaryEffectors = new Dictionary <FullBodyBipedEffector, InteractionObject>(); this.secondaryEffectors = new Dictionary <FullBodyBipedEffector, InteractionObject>(); this.ikPrimary = iks[0]; this.ikSecondary = iks[1]; this.SwapTime = swapTime; this.handlerPrimary = new CrossfadeInteractionHandler(ikPrimary); this.handlerSecondary = new CrossfadeInteractionHandler(ikSecondary); this.RegisterWithHandler(this.handlerPrimary); this.RegisterWithHandler(this.handlerSecondary); this.state = BodyIKState.Offline; }
private void Swap() { CrossfadeFBBIK ikTemp = this.ikPrimary; this.ikPrimary = this.ikSecondary; this.ikSecondary = ikTemp; CrossfadeInteractionHandler handlerTemp = this.handlerPrimary; this.handlerPrimary = this.handlerSecondary; this.handlerSecondary = handlerTemp; Dictionary<FullBodyBipedEffector, InteractionObject> temp = this.primaryEffectors; this.primaryEffectors = this.secondaryEffectors; this.secondaryEffectors = temp; }
private void OnInteractionTrigger( CrossfadeInteractionHandler handler, FullBodyBipedEffector effectorType, InteractionObject interactionObject) { if (this.BodyTrigger != null) this.BodyTrigger(effectorType, interactionObject); }
private void OnInteractionResume( CrossfadeInteractionHandler handler, FullBodyBipedEffector effectorType, InteractionObject interactionObject) { if (this.BodyResume != null) this.BodyResume(effectorType, interactionObject); }
public BodyIKController(CrossfadeFBBIK[] iks, float swapTime) { this.primaryEffectors = new Dictionary<FullBodyBipedEffector, InteractionObject>(); this.secondaryEffectors = new Dictionary<FullBodyBipedEffector, InteractionObject>(); this.ikPrimary = iks[0]; this.ikSecondary = iks[1]; this.SwapTime = swapTime; this.handlerPrimary = new CrossfadeInteractionHandler(ikPrimary); this.handlerSecondary = new CrossfadeInteractionHandler(ikSecondary); this.RegisterWithHandler(this.handlerPrimary); this.RegisterWithHandler(this.handlerSecondary); this.state = BodyIKState.Offline; }