Пример #1
0
 protected override void CrossFadeStart()
 {
     HitReaction.HitPointBone.BoneLink[] array = this.boneLinks;
     for (int i = 0; i < array.Length; i++)
     {
         HitReaction.HitPointBone.BoneLink boneLink = array[i];
         boneLink.CrossFadeStart();
     }
 }
Пример #2
0
 protected override void OnApply(IKSolverFullBodyBiped solver, float weight)
 {
     if (this.rigidbody == null)
     {
         this.rigidbody = this.collider.GetComponent <Rigidbody>();
     }
     if (this.rigidbody != null)
     {
         Vector3    axis   = Vector3.Cross(base.force, base.point - this.rigidbody.worldCenterOfMass);
         float      angle  = this.aroundCenterOfMass.Evaluate(base.timer) * weight;
         Quaternion offset = Quaternion.AngleAxis(angle, axis);
         HitReaction.HitPointBone.BoneLink[] array = this.boneLinks;
         for (int i = 0; i < array.Length; i++)
         {
             HitReaction.HitPointBone.BoneLink boneLink = array[i];
             boneLink.Apply(solver, offset, base.crossFader);
         }
     }
 }