示例#1
0
 // 将 直接把现有的 muscle 通过调整 添加到 muscles 中
 public void AddMuscle(Muscle muscle, bool forceLayers = true)
 {
     muscle.transform.gameObject.SetActive(true);
     muscle.Initiate(muscles);
     System.Array.Resize(ref muscles, muscles.Length + 1);
     muscles[muscles.Length - 1]   = muscle;
     muscle.rigidbody.centerOfMass = Vector3.zero;
 }
示例#2
0
        /// <summary>
        /// NB! Make sure to call this from FixedUpdate!
        /// Creates a new muscle for the specified "joint" and targets it to the "target". The joint will be connected to the specified "connectTo" Muscle.
        /// Note that the joint will be binded to it's current position and rotation relative to the "connectTo", so make sure the added object is positioned correctly when calling this.
        /// This method allocates memory, avoid using it each frame.
        /// </summary>
        public void AddMuscle(ConfigurableJoint joint, Transform target, Rigidbody connectTo, Transform targetParent, Muscle.Props muscleProps = null, bool forceTreeHierarchy = false, bool forceLayers = true)
        {
            if (!CheckIfInitiated())
            {
                return;
            }

            if (!initiated)
            {
                Debug.LogWarning("PuppetMaster has not been initiated.", transform);
                return;
            }

            if (ContainsJoint(joint))
            {
                Debug.LogWarning("Joint " + joint.name + " is already used by a Muscle", transform);
                return;
            }

            if (target == null)
            {
                Debug.LogWarning("AddMuscle was called with a null 'target' reference.", transform);
                return;
            }

            if (connectTo == joint.GetComponent <Rigidbody>())
            {
                Debug.LogWarning("ConnectTo is the joint's own Rigidbody, can not add muscle.", transform);
                return;
            }

            if (!isActive)
            {
                Debug.LogWarning("Adding muscles to inactive PuppetMasters is not currently supported.", transform);
                return;
            }

            if (muscleProps == null)
            {
                muscleProps = new Muscle.Props();
            }

            Muscle muscle = new Muscle();

            muscle.props  = muscleProps;
            muscle.joint  = joint;
            muscle.target = target;
            muscle.joint.transform.parent = (hierarchyIsFlat || connectTo == null) && !forceTreeHierarchy? transform: connectTo.transform;

            if (forceLayers)
            {
                joint.gameObject.layer  = gameObject.layer;                //@todo what if collider is on a child gameobject?
                target.gameObject.layer = targetRoot.gameObject.layer;
            }

            if (connectTo != null)
            {
                muscle.target.parent = targetParent;

                Vector3    relativePosition = GetMuscle(connectTo).transform.InverseTransformPoint(muscle.target.position);
                Quaternion relativeRotation = Quaternion.Inverse(GetMuscle(connectTo).transform.rotation) * muscle.target.rotation;

                joint.transform.position = connectTo.transform.TransformPoint(relativePosition);
                joint.transform.rotation = connectTo.transform.rotation * relativeRotation;

                joint.connectedBody = connectTo;
            }

            muscle.Initiate(muscles);

            if (connectTo != null)
            {
                muscle.rigidbody.velocity        = connectTo.velocity;
                muscle.rigidbody.angularVelocity = connectTo.angularVelocity;
            }

            // Ignore internal collisions
            if (!internalCollisions)
            {
                for (int i = 0; i < muscles.Length; i++)
                {
                    muscle.IgnoreCollisions(muscles[i], true);
                }
            }

            Array.Resize(ref muscles, muscles.Length + 1);
            muscles[muscles.Length - 1] = muscle;

            // Update angular limit ignoring
            muscle.IgnoreAngularLimits(!angularLimits);

            if (behaviours.Length > 0)
            {
                muscle.broadcaster = muscle.joint.gameObject.AddComponent <MuscleCollisionBroadcaster>();
                muscle.broadcaster.puppetMaster = this;
                muscle.broadcaster.muscleIndex  = muscles.Length - 1;
            }

            muscle.jointBreakBroadcaster = muscle.joint.gameObject.AddComponent <JointBreakBroadcaster>();
            muscle.jointBreakBroadcaster.puppetMaster = this;
            muscle.jointBreakBroadcaster.muscleIndex  = muscles.Length - 1;

            UpdateHierarchies();
            CheckMassVariation(100f, true);

            foreach (BehaviourBase b in behaviours)
            {
                b.OnMuscleAdded(muscle);
            }
        }