Fix Ant
This commit is contained in:
parent
7c1061ade5
commit
ae035d4672
@ -12,7 +12,7 @@ namespace CreatureControl {
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animator = (CreatureAnimator)target;
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animator = (CreatureAnimator)target;
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}
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}
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private bool showRootVelocities = false;
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//private bool showRootVelocities = false;
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public override void OnInspectorGUI() {
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public override void OnInspectorGUI() {
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base.OnInspectorGUI();
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base.OnInspectorGUI();
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@ -23,19 +23,20 @@ namespace CreatureControl {
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creature.animator = creature.targetRig.GetComponent<Animator>();
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creature.animator = creature.targetRig.GetComponent<Animator>();
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// Keep track if anything changed while enabling the creature editor
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// Keep track if anything changed while enabling the creature editor
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bool anythingChanged = false;
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bool somethingChanged = false;
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if (IsPrefab(this.creature) == false) {
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// if (IsPrefab(this.creature) == false) {
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// Only do this when it is not a prefab
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// // Only do this when it is not a prefab
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anythingChanged |= this.creature.CheckTargetRig();
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// somethingChanged |= this.creature.CheckTargetRig();
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anythingChanged |= this.creature.CheckModel();
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// somethingChanged |= this.creature.CheckModel();
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}
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// }
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this.creature.targetRig.MatchTo(this.creature, ref anythingChanged);
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this.creature.targetRig.MatchTo(this.creature, ref somethingChanged);
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// As the above functions do not use the serialized object
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// As the above functions do not use the serialized object
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// We need to manually persist the changes.
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// We need to manually persist the changes.
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if (anythingChanged) {
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if (somethingChanged) {
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Debug.Log("something has changed");
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EditorUtility.SetDirty(this.creature);
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EditorUtility.SetDirty(this.creature);
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AssetDatabase.SaveAssets();
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AssetDatabase.SaveAssets();
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}
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}
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@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Animations;
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using UnityEditor.Animations;
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using UnityEngine;
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namespace CreatureControl {
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namespace CreatureControl {
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@ -14,10 +14,14 @@ namespace CreatureControl {
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insect = target as Insect;
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insect = target as Insect;
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bool anythingChanged = false;
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//bool anythingChanged = false;
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//anythingChanged |= insect.CheckTargetRig("InsectRig");
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// We already do this in Creature_Editor...
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//this.creature.targetRig.MatchTo(this.creature, ref anythingChanged);
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//insect.insectRig.MatchTo(insect, ref anythingChanged);
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/*
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anythingChanged |= insect.CheckTargetRig("InsectRig");
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insect.insectRig.MatchTo(insect, ref anythingChanged);
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float prefabLegLength = 0.003f;
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float prefabLegLength = 0.003f;
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float modelLegLength = insect.insectRig.legLength;
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float modelLegLength = insect.insectRig.legLength;
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float scale = prefabLegLength / modelLegLength;
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float scale = prefabLegLength / modelLegLength;
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@ -51,21 +55,21 @@ namespace CreatureControl {
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return;
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return;
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}
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}
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if (insect.updateAnimations) {
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// if (insect.updateAnimations) {
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AnimationEditor.ScaleClip(clips[0], scale, insect.animationsPath);
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// AnimationEditor.ScaleClip(clips[0], scale, insect.animationsPath);
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Debug.Log($"Scaled{clips[0].name} with {scale} and saved it to {insect.animationsPath}");
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// Debug.Log($"Scaled{clips[0].name} with {scale} and saved it to {insect.animationsPath}");
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}
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// }
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else {
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// else {
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Debug.Log($"Did not scale {clips[0].name} with scale {scale} and save it to {insect.animationsPath}");
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// Debug.Log($"Did not scale {clips[0].name} with scale {scale} and save it to {insect.animationsPath}");
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}
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// }
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*/
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if (anythingChanged) {
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// if (anythingChanged) {
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EditorUtility.SetDirty(creature);
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// EditorUtility.SetDirty(creature);
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AssetDatabase.SaveAssets();
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// AssetDatabase.SaveAssets();
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}
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// }
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}
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}
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static void CollectFromStateMachine(AnimatorStateMachine sm, List<AnimationClip> outList) {
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static void CollectFromStateMachine(AnimatorStateMachine sm, List<AnimationClip> outList) {
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foreach (var state in sm.states) {
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foreach (var state in sm.states) {
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var motion = state.state.motion;
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var motion = state.state.motion;
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@ -124,27 +128,35 @@ namespace CreatureControl {
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"The target transforms controlling the body parts"
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"The target transforms controlling the body parts"
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);
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);
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showTargets = EditorGUILayout.Foldout(showTargets, text, true);
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showTargets = EditorGUILayout.Foldout(showTargets, text, true);
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if (showTargets) {
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if (showTargets) {
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bool somethingChanged = false;
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EditorGUI.indentLevel++;
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EditorGUI.indentLevel++;
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if (configurationIncomplete) {
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if (configurationIncomplete) {
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EditorGUILayout.HelpBox("Not all legs are configured", MessageType.Warning);
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EditorGUILayout.HelpBox("Not all legs are configured", MessageType.Warning);
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}
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}
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SerializedProperty leftFrontLegProp = serializedObject.FindProperty(nameof(Insect.leftFrontLeg));
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SerializedProperty leftFrontLegProp = serializedObject.FindProperty(nameof(Insect.leftFrontLeg));
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Leg_Editor.Inspector(leftFrontLegProp);
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somethingChanged |= Leg_Editor.Inspector(leftFrontLegProp, insect.insectRig.leftFrontLeg, insect.leftFrontLeg);
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SerializedProperty leftMiddleLegProp = serializedObject.FindProperty(nameof(Insect.leftMiddleLeg));
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SerializedProperty leftMiddleLegProp = serializedObject.FindProperty(nameof(Insect.leftMiddleLeg));
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Leg_Editor.Inspector(leftMiddleLegProp);
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somethingChanged |= Leg_Editor.Inspector(leftMiddleLegProp, insect.insectRig.leftMiddleLeg, insect.leftMiddleLeg);
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SerializedProperty leftHindLegProp = serializedObject.FindProperty(nameof(Insect.leftHindLeg));
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SerializedProperty leftHindLegProp = serializedObject.FindProperty(nameof(Insect.leftHindLeg));
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Leg_Editor.Inspector(leftHindLegProp);
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somethingChanged |= Leg_Editor.Inspector(leftHindLegProp, insect.insectRig.leftBackLeg, insect.leftHindLeg);
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SerializedProperty rightFrontLegProp = serializedObject.FindProperty(nameof(Insect.rightFrontLeg));
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SerializedProperty rightFrontLegProp = serializedObject.FindProperty(nameof(Insect.rightFrontLeg));
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Leg_Editor.Inspector(rightFrontLegProp);
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somethingChanged |= Leg_Editor.Inspector(rightFrontLegProp, insect.insectRig.rightFrontLeg, insect.rightFrontLeg);
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SerializedProperty rightMiddleLegProp = serializedObject.FindProperty(nameof(Insect.rightMiddleLeg));
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SerializedProperty rightMiddleLegProp = serializedObject.FindProperty(nameof(Insect.rightMiddleLeg));
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Leg_Editor.Inspector(rightMiddleLegProp);
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somethingChanged |= Leg_Editor.Inspector(rightMiddleLegProp, insect.insectRig.rightMiddleLeg, insect.rightMiddleLeg);
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SerializedProperty rightHindLegProp = serializedObject.FindProperty(nameof(Insect.rightHindLeg));
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SerializedProperty rightHindLegProp = serializedObject.FindProperty(nameof(Insect.rightHindLeg));
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Leg_Editor.Inspector(rightHindLegProp);
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somethingChanged |= Leg_Editor.Inspector(rightHindLegProp, insect.insectRig.rightBackLeg, insect.rightHindLeg);
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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if (somethingChanged) {
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Debug.Log("seomthin has changed");
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// don't know if this apply/update is really needed....
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serializedObject.ApplyModifiedProperties();
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insect.insectRig.MatchTo(insect, ref somethingChanged);
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serializedObject.Update();
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}
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}
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}
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}
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}
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@ -7,7 +7,9 @@ namespace CreatureControl {
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private static bool showfield = false;
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private static bool showfield = false;
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public static void Inspector(SerializedProperty legProp) {
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public static bool Inspector(SerializedProperty legProp, TargetLeg targetLeg, Leg leg) {
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bool anythingChanged = false;
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GUIStyle foldoutStyle = new(EditorStyles.foldout) {
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GUIStyle foldoutStyle = new(EditorStyles.foldout) {
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margin = EditorStyles.objectField.margin
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margin = EditorStyles.objectField.margin
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};
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};
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@ -21,6 +23,7 @@ namespace CreatureControl {
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Transform newFemur = (Transform)EditorGUILayout.ObjectField(femurProp.objectReferenceValue, typeof(Transform), true);
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Transform newFemur = (Transform)EditorGUILayout.ObjectField(femurProp.objectReferenceValue, typeof(Transform), true);
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if (newFemur != femurProp.objectReferenceValue) {
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if (newFemur != femurProp.objectReferenceValue) {
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// Try to determine further bones when the femur has been updated
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femurProp.objectReferenceValue = newFemur;
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femurProp.objectReferenceValue = newFemur;
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if (newFemur != null) {
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if (newFemur != null) {
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if (tibiaProp.objectReferenceValue == null && newFemur.childCount == 1)
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if (tibiaProp.objectReferenceValue == null && newFemur.childCount == 1)
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@ -31,6 +34,7 @@ namespace CreatureControl {
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tarsusProp.objectReferenceValue = tibia.GetChild(0);
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tarsusProp.objectReferenceValue = tibia.GetChild(0);
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}
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}
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}
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}
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anythingChanged = true;
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndHorizontal();
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@ -44,6 +48,7 @@ namespace CreatureControl {
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// Need to check if anythingChanged and update the projection if it did
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// Need to check if anythingChanged and update the projection if it did
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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}
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}
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return anythingChanged;
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}
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}
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private static string ConvertCamelCase(string text) {
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private static string ConvertCamelCase(string text) {
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@ -135,25 +135,15 @@ namespace CreatureControl {
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// Without a target rig, the creature cannot move
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// Without a target rig, the creature cannot move
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return;
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return;
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// UpdatePose();
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UpdatePose();
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// // copy animator root motion to the creature
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// copy animator root motion to the creature
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// this.transform.SetPositionAndRotation(targetRig.transform.position, targetRig.transform.rotation);
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this.transform.SetPositionAndRotation(targetRig.transform.position, targetRig.transform.rotation);
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// // As target rig is probably a child of this.transform,
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// As target rig is probably a child of this.transform,
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// // We need to restore the position/rotation of the targetsRig.
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// We need to restore the position/rotation of the targetsRig.
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// targetRig.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
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targetRig.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
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}
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}
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// void OnAnimatorMove() {
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// if (animator == null || creatureRigidbody == null || creatureRigidbody.isKinematic )
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// return;
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// Vector3 delta = animator.deltaPosition;
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// Quaternion rot = animator.deltaRotation;
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// creatureRigidbody.MovePosition(creatureRigidbody.position + delta);
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// creatureRigidbody.MoveRotation(creatureRigidbody.rotation * rot);
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// }
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/// <summary>
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/// <summary>
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/// Update the pose of the creature using the target rig
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/// Update the pose of the creature using the target rig
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/// </summary>
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/// </summary>
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@ -317,7 +307,7 @@ namespace CreatureControl {
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}
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}
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RaycastHit closestHit = hits[closestHitIx];
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RaycastHit closestHit = hits[closestHitIx];
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Debug.Log($"hit.distance {closestHit.distance} - {maxDistance}");
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//Debug.Log($"hit.distance {closestHit.distance} - {maxDistance}");
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ground = closestHit.transform;
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ground = closestHit.transform;
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normal = closestHit.normal;
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normal = closestHit.normal;
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distance = closestHit.distance - maxDistance;
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distance = closestHit.distance - maxDistance;
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@ -333,7 +323,7 @@ namespace CreatureControl {
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/// <summary>
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/// <summary>
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/// Update the pose of the creature when the application is not running
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/// Update the pose of the creature when the application is not running
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/// </summary>
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/// </summary>
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void OnDrawGizmos() {
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private void OnDrawGizmos() {
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// This ensures that the model is always following the target rig
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// This ensures that the model is always following the target rig
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if (Application.isPlaying == false) {
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if (Application.isPlaying == false) {
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this.UpdatePose();
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this.UpdatePose();
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@ -16,6 +16,7 @@ namespace CreatureControl {
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};
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};
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public RootMotionMode rootMotionMode = RootMotionMode.Normal;
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public RootMotionMode rootMotionMode = RootMotionMode.Normal;
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// This part may move to editor time only
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[System.Serializable]
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[System.Serializable]
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public class RootMotion {
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public class RootMotion {
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public string clipName;
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public string clipName;
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@ -27,11 +28,12 @@ namespace CreatureControl {
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angularVelocity = Vector3.zero
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angularVelocity = Vector3.zero
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};
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};
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}
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}
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//public Dictionary<string, RootMotion> rootVelocities = new();
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public List<RootMotion> rootVelocities = new();
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public List<RootMotion> rootVelocities = new();
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public RootMotion GetRootMotion(string name) {
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public RootMotion GetRootMotion(string name) {
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return this.rootVelocities.Find(rm => rm.clipName == name);
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return this.rootVelocities.Find(rm => rm.clipName == name);
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}
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}
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// end of future editor-time
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public Dictionary<Vector3, string> animationDirections = new();
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public Dictionary<Vector3, string> animationDirections = new();
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public float rootMotionScaleForward = 1;
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public float rootMotionScaleForward = 1;
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@ -109,38 +111,6 @@ namespace CreatureControl {
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lastOrientation = this.transform.rotation;
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lastOrientation = this.transform.rotation;
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}
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}
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void RetrieveBlendTreeAnimations(Animator animator, string parameterName, float targetValue) {
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AnimatorController ac = animator.runtimeAnimatorController as AnimatorController;
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// Check if the Animator Controller is valid
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if (ac == null) {
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Debug.LogError("Animator Controller is not set correctly.");
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return;
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}
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// Iterate through each layer in the Animator Controller
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foreach (AnimatorControllerLayer layer in ac.layers) {
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// Access the state machine
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foreach (ChildAnimatorState state in layer.stateMachine.states) {
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// Check if the state contains a Blend Tree
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if (state.state.motion is BlendTree blendTree) {
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// Iterate through blend tree children
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foreach (ChildMotion child in blendTree.children) {
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if (child.directBlendParameter == parameterName) {
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// Simulate parameter setting
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//animator.SetFloat(parameterName, targetValue);
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// Get the animation clip information
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if (child.motion is AnimationClip clip) {
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Debug.Log($"Animation Clip: {clip.name}, Speed: {child.timeScale}");
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@ -62,8 +62,8 @@ namespace CreatureControl {
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this.rightFrontLeg.PoseLimb();
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this.rightFrontLeg.PoseLimb();
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}
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}
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public override void MatchTo(Creature creature, ref bool anythingChanged) {
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public override void MatchTo(Creature creature, ref bool somethingChanged) {
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base.MatchTo(creature, ref anythingChanged);
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base.MatchTo(creature, ref somethingChanged);
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if (creature is not Insect insect)
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if (creature is not Insect insect)
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return;
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return;
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@ -24,13 +24,21 @@ namespace CreatureControl {
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private float _femurLength;
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private float _femurLength;
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public float femurLength {
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public float femurLength {
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get {
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get {
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if (_femurLength <= 0)
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if (_femurLength <= 0 && this.femur != null && this.tibia != null)
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_femurLength = Vector3.Distance(this.femur.position, this.tibia.position);
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_femurLength = Vector3.Distance(this.femur.position, this.tibia.position);
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return _femurLength;
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return _femurLength;
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}
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}
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}
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}
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// A bit inefficient is this is used a lot...
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// A bit inefficient is this is used a lot...
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public float tibiaLength => Vector3.Distance(this.tibia.position, this.tarsus.position);
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//public float tibiaLength => Vector3.Distance(this.tibia.position, this.tarsus.position);
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private float _tibiaLength;
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public float tibiaLength {
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get {
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if (_tibiaLength <= 0 && this.tibia != null && this.tarsus != null)
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_tibiaLength = Vector3.Distance(this.tibia.position, this.tarsus.position);
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return _tibiaLength;
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}
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}
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public float length => femurLength + tibiaLength;
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public float length => femurLength + tibiaLength;
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@ -27,10 +27,6 @@ namespace CreatureControl {
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targetToBoneFemur = TargetRig.TargetToBoneRotation(leg.femur, leg.tibia);
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targetToBoneFemur = TargetRig.TargetToBoneRotation(leg.femur, leg.tibia);
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targetToBoneTibia = TargetRig.TargetToBoneRotation(leg.tibia, leg.tarsus);
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targetToBoneTibia = TargetRig.TargetToBoneRotation(leg.tibia, leg.tarsus);
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float modelLegLength = leg.length;
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float targetLegLength = this.bones.length;
|
|
||||||
Debug.Log($"model: {modelLegLength} rig: {targetLegLength}");
|
|
||||||
|
|
||||||
// Put the end-effector target for IK in a sensible place
|
// Put the end-effector target for IK in a sensible place
|
||||||
Vector3 legDirection = (this.bones.tarsus.position - this.bones.femur.position).normalized;
|
Vector3 legDirection = (this.bones.tarsus.position - this.bones.femur.position).normalized;
|
||||||
Vector3 targetPosition = this.bones.femur.position + 0.7f * this.bones.length * legDirection.normalized;
|
Vector3 targetPosition = this.bones.femur.position + 0.7f * this.bones.length * legDirection.normalized;
|
||||||
|
|||||||
@ -147,7 +147,7 @@ namespace CreatureControl {
|
|||||||
float rotateParam = Mathf.Clamp(angleRad * 3, -1f, 1f);
|
float rotateParam = Mathf.Clamp(angleRad * 3, -1f, 1f);
|
||||||
|
|
||||||
this.animator.SetFloat("Forward", forwardParam);
|
this.animator.SetFloat("Forward", forwardParam);
|
||||||
this.animator.SetFloat("Rotate", rotateParam);
|
this.animator.SetFloat("Rotation", rotateParam);
|
||||||
}
|
}
|
||||||
|
|
||||||
private static readonly WaitForSeconds _waitForSeconds3 = new(3);
|
private static readonly WaitForSeconds _waitForSeconds3 = new(3);
|
||||||
@ -253,6 +253,7 @@ namespace CreatureControl {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endregion Update
|
#endregion Update
|
||||||
|
|
||||||
}
|
}
|
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|
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}
|
}
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@ -4027,6 +4188,16 @@ Transform:
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Transform:
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Transform:
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GameObject:
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--- !u!1001 &5139621985762388695
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Loading…
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Reference in New Issue
Block a user