public static PropertySceneHandle BindSceneProperty(this Animator animator, Transform transform, Type type, string property, [DefaultValue("false")] bool isObjectReference) { PropertySceneHandle propertySceneHandle = new PropertySceneHandle(); InternalBindSceneProperty(animator, transform, type, property, isObjectReference, out propertySceneHandle); return(propertySceneHandle); }
static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.Animations.PropertySceneHandle o; o = new UnityEngine.Animations.PropertySceneHandle(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
public static PropertySceneHandle BindSceneProperty(this Animator animator, Transform transform, Type type, string property, [DefaultValue("false")] bool isObjectReference) { PropertySceneHandle result = default(PropertySceneHandle); AnimatorJobExtensions.InternalBindSceneProperty(animator, transform, type, property, isObjectReference, out result); return(result); }
public void Setup(Animator animator, Transform[] bones, Transform target) { this.bones = new NativeArray <UnityEngine.Animations.TransformStreamHandle>(bones.Length, Allocator.Persistent); this.boneWeights = new NativeArray <UnityEngine.Animations.PropertySceneHandle>(bones.Length - 1, Allocator.Persistent); this.boneSqrMags = new NativeArray <float>(bones.Length - 1, Allocator.Persistent); for (int i = 0; i < this.bones.Length; i++) { this.bones[i] = animator.BindStreamTransform(bones[i]); } for (int i = 0; i < this.bones.Length - 1; i++) { var boneParams = bones[i].gameObject.GetComponent <IKJBoneParams>(); if (boneParams == null) { boneParams = bones[i].gameObject.AddComponent <IKJBoneParams>(); } this.boneWeights[i] = animator.BindSceneProperty(bones[i].transform, typeof(IKJBoneParams), "weight"); } // Rotation Limits SetUpRotationLimits(animator, bones); _target = animator.BindSceneTransform(target); _IKPositionWeight = animator.BindSceneProperty(animator.transform, typeof(CCDIKJ), "weight"); _maxIterations = animator.BindSceneProperty(animator.transform, typeof(CCDIKJ), "maxIterations"); _tolerance = animator.BindSceneProperty(animator.transform, typeof(CCDIKJ), "tolerance"); _XY = animator.BindSceneProperty(animator.transform, typeof(CCDIKJ), "XY"); _useRotationLimits = animator.BindSceneProperty(animator.transform, typeof(CCDIKJ), "useRotationLimits"); }
public void Setup(Animator animator, Transform[] bones, Transform target, Transform poleTarget, Transform aimTransform) { this.bones = new NativeArray <UnityEngine.Animations.TransformStreamHandle>(bones.Length, Allocator.Persistent); this.boneWeights = new NativeArray <UnityEngine.Animations.PropertySceneHandle>(bones.Length, Allocator.Persistent); for (int i = 0; i < this.bones.Length; i++) { this.bones[i] = animator.BindStreamTransform(bones[i]); } for (int i = 0; i < this.bones.Length; i++) { var boneParams = bones[i].gameObject.GetComponent <IKJBoneParams>(); if (boneParams == null) { boneParams = bones[i].gameObject.AddComponent <IKJBoneParams>(); } this.boneWeights[i] = animator.BindSceneProperty(bones[i].transform, typeof(IKJBoneParams), "weight"); } // Rotation Limits SetUpRotationLimits(animator, bones); _target = animator.BindSceneTransform(target); _poleTarget = animator.BindSceneTransform(poleTarget); _transform = animator.BindStreamTransform(aimTransform); _IKPositionWeight = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "weight"); _poleWeight = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "poleWeight"); _axisX = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "axisX"); _axisY = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "axisY"); _axisZ = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "axisZ"); _poleAxisX = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "poleAxisX"); _poleAxisY = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "poleAxisY"); _poleAxisZ = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "poleAxisZ"); _clampWeight = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "clampWeight"); _clampSmoothing = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "clampSmoothing"); _maxIterations = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "maxIterations"); _tolerance = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "tolerance"); _XY = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "XY"); _useRotationLimits = animator.BindSceneProperty(animator.transform, typeof(AimIKJ), "useRotationLimits"); step = 1f / (float)bones.Length; }
private static extern bool GetBoolInternal_Injected(ref PropertySceneHandle _unity_self, ref AnimationStream stream);
private static extern float GetFloatInternal_Injected(ref PropertySceneHandle _unity_self, ref AnimationStream stream);
private static extern void ResolveInternal_Injected(ref PropertySceneHandle _unity_self, ref AnimationStream stream);
private static extern bool HasValidTransform_Injected(ref PropertySceneHandle _unity_self, ref AnimationStream stream);
private bool GetBoolInternal(ref AnimationStream stream) { return(PropertySceneHandle.GetBoolInternal_Injected(ref this, ref stream)); }
private float GetFloatInternal(ref AnimationStream stream) { return(PropertySceneHandle.GetFloatInternal_Injected(ref this, ref stream)); }
private void ResolveInternal(ref AnimationStream stream) { PropertySceneHandle.ResolveInternal_Injected(ref this, ref stream); }
private bool IsBound(ref AnimationStream stream) { return(PropertySceneHandle.IsBound_Injected(ref this, ref stream)); }
private bool HasValidTransform(ref AnimationStream stream) { return(PropertySceneHandle.HasValidTransform_Injected(ref this, ref stream)); }
extern private static void InternalBindSceneProperty([NotNull] Animator animator, [NotNull] Transform transform, [NotNull] Type type, [NotNull] string property, bool isObjectReference, out PropertySceneHandle propertySceneHandle);
private static extern void InternalBindSceneProperty([NotNull("ArgumentNullException")] Animator animator, [NotNull("ArgumentNullException")] Transform transform, [NotNull("ArgumentNullException")] Type type, [NotNull("ArgumentNullException")] string property, bool isObjectReference, out PropertySceneHandle propertySceneHandle);