public static void SkinnedCollisionHelper_Init_UpdateOncePerFrame(SkinnedCollisionHelper __instance)
        {
            if (!inHScene || __instance == null || collisionHelpers == null)
            {
                return;
            }

            collisionHelpers.Add(__instance);

            if (optimizeCollisionHelpers.Value)
            {
                __instance.updateOncePerFrame = true;
            }
        }
예제 #2
0
파일: Touch.cs 프로젝트: nanalucky/Pet
    // Use this for initialization
    void Start()
    {
        mainCamera = Camera.main;
        goDog = GameObject.FindGameObjectWithTag ("dog");
        go = GameObject.Find (partName);
        go.AddComponent<MeshCollider> ();
        skinHelper = go.AddComponent<SkinnedCollisionHelper> ();
        co = go.GetComponent<MeshCollider> ();

        timeInTouch = 0.0f;
        timeNotInTouch = 0.0f;
        lastPosition = Vector3.zero;
        lastPositionTime = 0.0f;
    }
예제 #3
0
파일: GraspTail.cs 프로젝트: nanalucky/Pet
    // Use this for initialization
    void Start()
    {
        mainCamera = Camera.main;
        go = GameObject.Find (partName);
        go.AddComponent<MeshCollider> ();
        skinHelper = go.AddComponent<SkinnedCollisionHelper> ();
        co = go.GetComponent<MeshCollider> ();

        state = State.None;
        ccdIK = go.AddComponent<CCDIK> ();
        ccdIK.solver.SetChain (new Transform[]{GameObject.Find (boneNames [0]).transform,
                                GameObject.Find (boneNames [1]).transform,
                                GameObject.Find (boneNames [2]).transform},
                                GameObject.Find (rootName).transform);
        ccdIK.solver.IKPositionWeight = 0.0f;
        rotationLimits = GameObject.Find (boneNames [0]).GetComponentsInChildren<RotationLimit> ();
    }
예제 #4
0
파일: Grasp.cs 프로젝트: nanalucky/Pet
    // Use this for initialization
    void Start()
    {
        mainCamera = Camera.main;
        goDog = GameObject.FindGameObjectWithTag ("dog");
        go = GameObject.Find (partName);
        go.AddComponent<MeshCollider> ();
        skinHelper = go.AddComponent<SkinnedCollisionHelper> ();
        co = go.GetComponent<MeshCollider> ();

        state = State.None;
        limbIK = go.AddComponent<LimbIK> ();
        limbIK.solver.SetChain (GameObject.Find (boneNames [0]).transform,
                                GameObject.Find (boneNames [1]).transform,
                                GameObject.Find (boneNames [2]).transform,
                                GameObject.Find (rootName).transform);
        limbIK.solver.IKPositionWeight = 0.0f;
        limbIK.solver.IKRotationWeight = 0.0f;
    }