public void OnDisable() { if(ikTarget != null ) { ikTarget.gameObject.SetActive(false); ikTarget = null; } }
public void SetNextIKSet( IKTargetSet target ) { //-- this gets called halfway through moving between tiles //-- cache previous m_CurrentIKSet = m_NextIKSet; //-- set next m_NextIKSet = target; }
public void ApplyIKTarget( IKTargetSet target ) { //-- we swap our current arm and leg targets to the new tiles targets if (target != null && m_PlayerIK != null) { //-- left arm m_PlayerIK.ikLimbs[0].target = target.leftHand.transform; m_PlayerIK.ikLimbs[0].elbowTarget = target.leftElbow.transform; //-- right arm m_PlayerIK.ikLimbs[1].target = target.rightHand.transform; m_PlayerIK.ikLimbs[1].elbowTarget = target.rightElbow.transform; //-- left leg m_PlayerIK.ikLimbs[2].target = target.leftFoot.transform; m_PlayerIK.ikLimbs[2].elbowTarget = target.leftKnee.transform; //-- right leg m_PlayerIK.ikLimbs[3].target = target.rightFoot.transform; m_PlayerIK.ikLimbs[3].elbowTarget = target.rightKnee.transform; } }
public void SetNewTile(TileType tileType, LaneNumber laneNumber, int elevation, Sprite theSprite, IKTargetSet ikTargetSet) { sprite = theSprite; myTileType = tileType; myLaneNumber = laneNumber; myElevation = elevation; gameObject.GetComponent<SpriteRenderer>().sprite = sprite; spriteScaledWidth = 160.0f / 256.0f * sprite.textureRect.width; spriteScaledHeight = spriteScaledWidth; gameObject.transform.localScale = new Vector3(1, 1, 1); //-- store the object from the pool ikTarget = ikTargetSet; //-- we set active to enable and reserve the pool object ikTarget.gameObject.SetActive(true); //-- cache the pool parent so we can set it back when done m_PreviousIKTargetParent = ikTarget.transform.parent; //-- parent the ik target to the tile ikTarget.transform.parent = this.gameObject.transform; ikTarget.transform.localPosition = Vector3.zero; }//End SetNewTile
public void SetCurrentIKTarget( IKTargetSet target ) { m_CurrentIKSet = target; }