예제 #1
0
        void Start()
        {
            if (!sensor)
            {
                var sensorObj = new GameObject("HeadTrackSensor");
                sensor = sensorObj.AddComponent <vHeadTrackSensor>();
            }

            vchar            = GetComponent <vICharacter>();
            sensor.headTrack = this;
            animator         = GetComponentInParent <Animator>();
            head             = animator.GetBoneTransform(HumanBodyBones.Head);
            spine1           = animator.GetBoneTransform(HumanBodyBones.Spine);
            spine2           = animator.GetBoneTransform(HumanBodyBones.Chest);
            spines           = new List <Transform>();
            spines.Add(spine1);
            spines.Add(spine2);
            neck = animator.GetBoneTransform(HumanBodyBones.Neck);

            if (neck == null)
            {
                Debug.LogWarning("Invector Headtrack Warning - Check your Character Avatar to see if a Neck Bone was assign correctly.");
            }
            if (neck.parent != spine2)
            {
                spines.Add(neck.parent);
            }

            if (head)
            {
                headHeight = Vector3.Distance(transform.position, head.position);
                sensor.transform.position = head.transform.position;
            }
            else
            {
                sensor.transform.position = transform.position;
            }

            var layer = LayerMask.NameToLayer("HeadTrack");

            sensor.transform.parent = transform;
            sensor.gameObject.layer = layer;
            sensor.gameObject.tag   = transform.tag;
            tagsHash = new List <int>();

            for (int i = 0; i < animatorTags.Count; i++)
            {
                tagsHash.Add(Animator.StringToHash(animatorTags[i]));
            }
            GetLookPoint();
        }
예제 #2
0
        void Start()
        {
            if (!sensor)
            {
                var sensorObj = new GameObject("HeadTrackSensor");
                sensor = sensorObj.AddComponent <vHeadTrackSensor>();
            }

            // updates the headtrack using the late update of the tpinput so we don't need to create another one
            var tpInput = GetComponent <vThirdPersonInput>();

            if (tpInput)
            {
                tpInput.onLateUpdate -= UpdateHeadTrack;
                tpInput.onLateUpdate += UpdateHeadTrack;
            }

            vchar            = GetComponent <vICharacter>();
            sensor.headTrack = this;
            animator         = GetComponentInChildren <Animator>();
            if (animator)
            {
                animatorStateInfos = new vAnimatorStateInfos(animator);
                animatorStateInfos.RegisterListener();
            }

            if (autoFindBones)
            {
                head = animator.GetBoneTransform(HumanBodyBones.Head);
                if (head)
                {
                    forwardReference = new GameObject("FWRF").transform;
                    forwardReference.SetParent(head);
                    forwardReference.transform.localPosition = Vector3.zero;
                    forwardReference.transform.rotation      = transform.rotation;
                    var hips = animator.GetBoneTransform(HumanBodyBones.Hips);
                    if (hips)
                    {
                        var target = head;
                        for (int i = 0; i < 4; i++)
                        {
                            if (target.parent && target.parent.gameObject != hips.gameObject)
                            {
                                spine.Add(target.parent);
                                target = target.parent;
                            }
                            else
                            {
                                break;
                            }
                        }
                    }
                }
            }

            cameraMain = Camera.main;
            if (head)
            {
                headHeight = Vector3.Distance(transform.position, head.position);
                sensor.transform.position = head.transform.position;
            }
            else
            {
                headHeight = 1f;
                sensor.transform.position = transform.position;
            }
            if (spine.Count == 0)
            {
                Debug.Log("Headtrack Spines missing");
            }
            var layer = LayerMask.NameToLayer("HeadTrack");

            sensor.transform.parent = transform;
            sensor.gameObject.layer = layer;
            sensor.gameObject.tag   = transform.tag;
            spine.Reverse();
            GetLookPoint();
        }