void Start() { ik = GetComponent <FullBodyBipedIK>(); // You can use just LateUpdate, but note that it doesn't work when you have animatePhysics turned on for the character. ik.solver.OnPostUpdate += RotateShoulders; }
void Start() { // Storing the default scale of the bomb defaultScale = transform.localScale; r = character.GetComponent<Rigidbody>(); ik = character.GetComponent<FullBodyBipedIK>(); }
protected virtual void Start() { if (this.fullBody == null) { this.fullBody = base.GetComponent <FullBodyBipedIK>(); } if (this.fullBody == null) { Warning.Log("InteractionSystem can not find a FullBodyBipedIK component", base.transform, false); return; } IKSolverFullBodyBiped expr_4B = this.fullBody.solver; expr_4B.OnPreUpdate = (IKSolver.UpdateDelegate)Delegate.Combine(expr_4B.OnPreUpdate, new IKSolver.UpdateDelegate(this.OnPreFBBIK)); IKSolverFullBodyBiped expr_77 = this.fullBody.solver; expr_77.OnPostUpdate = (IKSolver.UpdateDelegate)Delegate.Combine(expr_77.OnPostUpdate, new IKSolver.UpdateDelegate(this.OnPostFBBIK)); this.OnInteractionStart = (InteractionSystem.InteractionDelegate)Delegate.Combine(this.OnInteractionStart, new InteractionSystem.InteractionDelegate(this.LookAtInteraction)); InteractionEffector[] array = this.interactionEffectors; for (int i = 0; i < array.Length; i++) { InteractionEffector interactionEffector = array[i]; interactionEffector.Initiate(this, this.fullBody.solver); } this.triggersInRange = new List <InteractionTrigger>(); this.c = base.GetComponent <Collider>(); this.UpdateTriggerEventBroadcasting(); this.initiated = true; }
// Initiate protected virtual void Start() { if (fullBody == null) { fullBody = GetComponent <FullBodyBipedIK>(); } if (fullBody == null) { Warning.Log("InteractionSystem can not find a FullBodyBipedIK component", transform); return; } // Add to the FBBIK OnPostUpdate delegate to get a call when it has finished updating fullBody.solver.OnPreUpdate += OnPreFBBIK; fullBody.solver.OnPostUpdate += OnPostFBBIK; OnInteractionStart += LookAtInteraction; OnInteractionPause += InteractionPause; OnInteractionResume += InteractionResume; OnInteractionStop += InteractionStop; foreach (InteractionEffector e in interactionEffectors) { e.Initiate(this); } triggersInRange = new List <InteractionTrigger>(); c = GetComponent <Collider>(); UpdateTriggerEventBroadcasting(); initiated = true; }
void Start() { ik = GetComponent<FullBodyBipedIK>(); // You can use just LateUpdate, but note that it doesn't work when you have animatePhysics turned on for the character. ik.solver.OnPostUpdate += RotateShoulders; }
void OnDrawGizmosSelected() { if (fullBody == null) { fullBody = GetComponent <FullBodyBipedIK>(); } }
protected override void Start() { base.Start(); ik = GetComponent<FullBodyBipedIK>(); animator = GetComponent<Animator>(); lastForward = transform.forward; }
IEnumerator OnInteractionEnd() { ik = apple.GetComponent<FullBodyBipedIK>(); Debug.Log("interaction ends"); StartCoroutine(Drop()); while (holdWeight < 1f) { holdWeight += Time.deltaTime; yield return null; } }
void Start() { if (!target.gameObject.activeInHierarchy) return; if (targetChildren.Length > 0) return; children = GetComponentsInChildren<Transform> (); targetChildren = target.GetComponentsInChildren<Transform> (); ik = target.GetComponent<FullBodyBipedIK> (); if (ik != null) ik.solver.OnPostUpdate += OnPostFBBIK; }
private void OnDrawGizmosSelected() { if (Application.isPlaying) { return; } if (this.fullBody == null) { this.fullBody = base.GetComponent <FullBodyBipedIK>(); } if (this.collider == null) { this.collider = base.GetComponent <Collider>(); } }
// Auto-assign ik void OnDrawGizmosSelected() { if (ik == null) { ik = GetComponent <FullBodyBipedIK>(); } if (ik == null) { ik = GetComponentInParent <FullBodyBipedIK>(); } if (ik == null) { ik = GetComponentInChildren <FullBodyBipedIK>(); } }
// private void Awake() { FBIK = GetComponent<FullBodyBipedIK>(); // Body = FBIK.references.spine[BodySpineID]; BIK = FBIK.solver.bodyEffector; LFIK = FBIK.solver.leftFootEffector; RFIK = FBIK.solver.rightFootEffector; // LeftFoot = FBIK.references.leftFoot; RightFoot = FBIK.references.rightFoot; // LeftFootContact = new RaycastHit(); RightFootContact = new RaycastHit(); LeftToeContact = new RaycastHit(); RightToeContact = new RaycastHit(); LegLength = Vector3.Distance(LeftFoot.position,Body.position); }
// Using this to assign some default values in Editor void OnDrawGizmosSelected() { if (Application.isPlaying) { return; } if (fullBody == null) { fullBody = GetComponent <FullBodyBipedIK>(); } if (characterCollider == null) { characterCollider = GetComponent <Collider>(); } }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent<AimIK>(); ik = GetComponent<FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.enabled = false; ik.enabled = false; // Presuming head is rotated towards character forward at Start headLookAxis = ik.references.head.InverseTransformVector(ik.references.root.forward); // Enable the upper-body aiming pose animator.SetLayerWeight(1, 1f); }
// Initiate protected virtual void Start() { fullBody = GetComponent <FullBodyBipedIK>(); // Add to the FBBIK OnPostUpdate delegate to get a call when it has finished updating fullBody.solver.OnPostUpdate += OnPostFBBIK; foreach (InteractionEffector e in interactionEffectors) { e.OnStart = OnInteractionStart; e.OnTrigger = OnInteractionTrigger; e.OnRelease = OnInteractionRelease; e.OnPause = OnInteractionPause; e.OnPickUp = OnInteractionPickUp; e.OnResume = OnInteractionResume; e.OnStop = OnInteractionStop; e.Initiate(fullBody.solver); } initiated = true; }
void Start() { ik = GetComponent<FullBodyBipedIK>(); // Connect the left hand to the target Quaternion targetRotation = target.rotation; target.rotation = leftHandTarget.rotation; FixedJoint j = target.gameObject.AddComponent<FixedJoint>(); j.connectedBody = leftHandTarget.GetComponent<Rigidbody>(); target.GetComponent<Rigidbody>().MoveRotation(targetRotation); //target.rotation = targetRotation; // Remember the rotation of the root relative to the pelvis rootRelativeToPelvis = Quaternion.Inverse(pelvisTarget.rotation) * transform.rotation; // Remember the position of the root relative to the pelvis pelvisToRoot = Quaternion.Inverse(ik.references.pelvis.rotation) * (transform.position - ik.references.pelvis.position); rootTargetPosition = transform.position; rootTargetRotation = transform.rotation; lastWeight = weight; }
// Initiate protected virtual void Start() { if (fullBody == null) fullBody = GetComponent<FullBodyBipedIK>(); if (fullBody == null) { Warning.Log("InteractionSystem can not find a FullBodyBipedIK component", transform); return; } // Add to the FBBIK OnPostUpdate delegate to get a call when it has finished updating fullBody.solver.OnPreUpdate += OnPreFBBIK; fullBody.solver.OnPostUpdate += OnPostFBBIK; OnInteractionStart += LookAtInteraction; foreach (InteractionEffector e in interactionEffectors) e.Initiate(this, fullBody.solver); triggersInRange = new List<InteractionTrigger>(); c = GetComponent<Collider>(); UpdateTriggerEventBroadcasting(); initiated = true; }
// Initiate protected virtual void Start() { fullBody = GetComponent<FullBodyBipedIK>(); // Add to the FBBIK OnPostUpdate delegate to get a call when it has finished updating fullBody.solver.OnPostUpdate += OnPostFBBIK; foreach (InteractionEffector e in interactionEffectors) { e.OnStart = OnInteractionStart; e.OnTrigger = OnInteractionTrigger; e.OnRelease = OnInteractionRelease; e.OnPause = OnInteractionPause; e.OnPickUp = OnInteractionPickUp; e.OnResume = OnInteractionResume; e.OnStop = OnInteractionStop; e.Initiate(fullBody.solver); } initiated = true; }
// Auto-assign ik void OnDrawGizmosSelected() { if (ik == null) ik = GetComponent<FullBodyBipedIK>(); if (ik == null) ik = GetComponentInParent<FullBodyBipedIK>(); if (ik == null) ik = GetComponentInChildren<FullBodyBipedIK>(); }
void Start() { // Find some components. ik = GetComponent<FullBodyBipedIK>(); poserLeftHand = ik.references.leftHand.GetComponent<Poser>(); poserRightHand = ik.references.rightHand.GetComponent<Poser>(); ik.solver.OnPostUpdate += AfterFBBIK; lastWeight = weight; SetHandedness(handedness); // Remember some default positions defaultWeaponsAnchorLocalPosition = weaponsAnchor.localPosition; weaponsPivotLocalPosition = weaponsPivot.localPosition; pivotRelativePosition = pivotMotionTarget.InverseTransformPoint(weaponsPivot.position); cameraPosition = TargetsCameraPosition(); lastCharacterPosition = characterController.position; }
protected override void Start() { base.Start(); ik = GetComponent<FullBodyBipedIK>(); }
void OnDrawGizmosSelected() { if (fullBody == null) fullBody = GetComponent<FullBodyBipedIK>(); }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent<AimIK>(); ik = GetComponent<FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.Disable(); ik.Disable(); fpsCamDefaultRot = firstPersonCam.transform.localRotation; }
void Start () { ik = GetComponent<FullBodyBipedIK> (); Sample (); }
// Using this to assign some default values in Editor void OnDrawGizmosSelected() { if (Application.isPlaying) return; if (fullBody == null) fullBody = GetComponent<FullBodyBipedIK>(); if (collider == null) collider = GetComponent<Collider>(); }