void OnValidate()
        {
            if (UpdateRate < 0)
            {
                UpdateRate = 0;
            }

            if (Application.isPlaying)
            {
                RefreshSegmentsColliders();
                //lastCurving = Curving; lastCurving.x += 0.001f;
                if (UseIK)
                {
                    IK_ApplyLimitBoneSettings();
                }
                if (UseWind)
                {
                    TailAnimatorWind.Refresh(this);
                }
            }

            if (UsePartialBlend)
            {
                ClampCurve(BlendCurve, 0f, 1f, 0f, 1f);
            }
        }
Exemplo n.º 2
0
        private void Awake()
        {
            if (!Application.isPlaying)
            {
                return;
            }

            if (_instance != null)
            {
                if (_instance != this)
                {
                    GameObject.Destroy(_instance);
                    _instance = this;
                    DontDestroyOnLoad(gameObject);
                    Debug.Log("[Tail Animator Wind] Override wind component instance! (" + name + ")");
                }
            }
            else
            {
                _instance = this;
                DontDestroyOnLoad(gameObject);
            }
        }
Exemplo n.º 3
0
        private static void GenerateWindComponentInstance()
        {
            GameObject windObj = new GameObject("Tail Animator Wind");

            _instance = windObj.AddComponent <TailAnimatorWind>();
        }
        /// <summary>
        /// Method to initialize component, to have more controll than waiting for Start() method, init can be executed before or after start, as programmer need it.
        /// </summary>
        protected virtual void Init()
        {
            if (initialized)
            {
                return;
            }


            // Checking if we have transform to create tail chain from
            if (_TransformsGhostChain == null || _TransformsGhostChain.Count == 0)
            {
                _TransformsGhostChain = new List <Transform>();
                GetGhostChain();
            }


            // Generating tail instances for procedural animation
            TailSegments = new List <TailSegment>();

            for (int i = 0; i < _TransformsGhostChain.Count; i++)
            {
                if (_TransformsGhostChain[i] == null)
                {
                    Debug.Log("[Tail Animator] Null bones in " + name + " !");
                    continue;
                }

                TailSegment b = new TailSegment(_TransformsGhostChain[i]);
                b.SetIndex(i, _TransformsGhostChain.Count);
                TailSegments.Add(b);
            }


            // Checking correctness
            if (TailSegments.Count == 0)
            {
                Debug.Log("[Tail Animator] Could not create tail bones chain in " + name + " !");
                return;
            }


            _TC_TailLength = 0f;
            _baseTransform = _TransformsGhostChain[0];

            //if (_baseTransform.parent)
            //    _baseTransform = _baseTransform.parent;
            //else
            //    IncludeParent = false;


            // Setting parent-child relation for tail logics
            for (int i = 0; i < TailSegments.Count; i++)
            {
                TailSegment current = TailSegments[i];
                TailSegment parent;

                #region Defining Parent Bones

                if (i == 0)
                {
                    if (current.transform.parent)
                    {
                        // Creating parent and setting safety parent
                        parent = new TailSegment(current.transform.parent);
                        parent.SetParentRef(new TailSegment(parent.transform.parent));
                    }
                    else
                    #region If first bone is parentless
                    {
                        parent = new TailSegment(current.transform);

                        Vector3 toStartDir;

                        if (_TransformsGhostChain.Count > 1)
                        {
                            toStartDir = _TransformsGhostChain[0].position - _TransformsGhostChain[1].position;
                            if (toStartDir.magnitude == 0)
                            {
                                toStartDir = transform.position - _TransformsGhostChain[1].position;
                            }
                        }
                        else
                        {
                            toStartDir = current.transform.position - _TransformsGhostChain[0].position;
                        }

                        if (toStartDir.magnitude == 0)
                        {
                            toStartDir = transform.position - _TransformsGhostChain[0].position;
                        }
                        if (toStartDir.magnitude == 0)
                        {
                            toStartDir = transform.forward;
                        }

                        parent.LocalOffset = parent.transform.InverseTransformPoint(parent.transform.position + toStartDir);
                        parent.SetParentRef(new TailSegment(current.transform));
                    }
                    #endregion

                    //current.InitialLocalRotation = Quaternion.Inverse(current.transform.localRotation);
                    GhostParent = parent;
                    GhostParent.Validate();
                    current.SetParentRef(GhostParent);
                }
                else // i != 0
                {
                    parent = TailSegments[i - 1];
                    // If bones are removed manually from chain we support custom length of bone undependent from transform parenting chain structure
                    current.ReInitializeLocalPosRot(parent.transform.InverseTransformPoint(current.transform.position), current.transform.localRotation);
                }


                #endregion


                #region Defining Last Child Bone

                if (i == TailSegments.Count - 1)
                {
                    Transform childT = null;
                    if (current.transform.childCount > 0)
                    {
                        childT = current.transform.GetChild(0);
                    }

                    GhostChild = new TailSegment(childT);

                    // Scale ref for ghosting object position offset
                    Vector3 scaleDir;

                    if (FEngineering.VIsZero(EndBoneJointOffset))
                    {
                        if (current.transform.parent)
                        {
                            scaleDir = current.transform.position - current.transform.parent.position;
                        }
                        else
                        if (current.transform.childCount > 0)
                        {
                            scaleDir = current.transform.GetChild(0).position - current.transform.position;
                        }
                        else
                        {
                            scaleDir = current.transform.TransformDirection(Vector3.forward) * 0.05f;
                        }
                    }
                    else
                    {
                        scaleDir = current.transform.TransformVector(EndBoneJointOffset);
                    }


                    GhostChild.ProceduralPosition = current.transform.position + scaleDir;
                    GhostChild.ProceduralPositionWeightBlended = GhostChild.ProceduralPosition;
                    GhostChild.PreviousPosition             = GhostChild.ProceduralPosition;
                    GhostChild.PosRefRotation               = Quaternion.identity;
                    GhostChild.PreviousPosReferenceRotation = Quaternion.identity;
                    GhostChild.ReInitializeLocalPosRot(current.transform.InverseTransformPoint(GhostChild.ProceduralPosition), Quaternion.identity);
                    GhostChild.RefreshFinalPos(GhostChild.ProceduralPosition);
                    GhostChild.RefreshFinalRot(GhostChild.PosRefRotation);
                    GhostChild.TrueTargetRotation = GhostChild.PosRefRotation;
                    current.TrueTargetRotation    = current.transform.rotation;

                    current.SetChildRef(GhostChild);
                    GhostChild.SetParentRef(current);
                }
                else
                {
                    current.SetChildRef(TailSegments[i + 1]);
                }

                #endregion


                current.SetParentRef(parent);

                _TC_TailLength += Vector3.Distance(current.ProceduralPosition, parent.ProceduralPosition);
            }


            // List with ghosts for curves etc.
            GhostParent.SetIndex(-1, TailSegments.Count);
            GhostChild.SetIndex(TailSegments.Count, TailSegments.Count);
            GhostParent.SetChildRef(TailSegments[0]);

            previousWorldPosition = BaseTransform.position;
            WavingRotationOffset  = Quaternion.identity;

            if (CollidersDataToCheck == null)
            {
                CollidersDataToCheck = new List <FImp_ColliderData_Base>();
            }

            DynamicAlwaysInclude = new List <Component>();
            if (UseCollision)
            {
                SetupSphereColliders();
            }

            // List instance for deflection feature
            if (_defl_source == null)
            {
                _defl_source = new List <TailSegment>();
            }

            Waving_Initialize();

            if (DetachChildren)
            {
                DetachChildrenTransforms();
            }

            initialized = true;

            if (TailSegments.Count == 1)
            {
                if (TailSegments[0].transform.parent == null)
                {
                    Debug.Log("[Tail Animator] Can't initialize one-bone length chain on bone which don't have any parent!");
                    Debug.LogError("[Tail Animator] Can't initialize one-bone length chain on bone which don't have any parent!");
                    TailAnimatorAmount = 0f;
                    initialized        = false;
                    return;
                }
            }

            if (UseWind)
            {
                TailAnimatorWind.Refresh(this);
            }

            if (PostProcessingNeeded())
            {
                if (!_pp_initialized)
                {
                    InitializePostProcessing();
                }
            }

            #region Prewarming tail to target state

            if (Prewarm)
            {
                ShapingParamsUpdate();
                ExpertParamsUpdate();

                Update();
                LateUpdate();

                justDelta      = rateDelta;
                secPeriodDelta = 1f;
                deltaForLerps  = secPeriodDelta;
                rateDelta      = 1f / 60f;

                CheckIfTailAnimatorShouldBeUpdated();

                if (updateTailAnimator)
                {
                    int loopCount = 60 + TailSegments.Count / 2;

                    for (int d = 0; d < loopCount; d++)
                    {
                        PreCalibrateBones();
                        LateUpdate();
                    }
                }
            }

            #endregion
        }