68 lines
3.0 KiB
C#
68 lines
3.0 KiB
C#
using UnityEngine;
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namespace Passer.CreatureControl {
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public class Creature : MonoBehaviour {
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/// <summary>The target bones rig</summary>
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/// The target bones rig contain the target pose of the creature
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/// The creature movements will try to move the creature such that the target pose is reached
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/// as closely as possible
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public TargetRig targetRig;
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public Transform creatureRig;
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public Vector3 targetToRootTranslation;
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public Quaternion targetToRootRotation;
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/// <summary>
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/// Ensure a target rig is available
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/// </summary>
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/// <param name="targetRigResourceName">The name of the target rig resource</param>
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/// <returns>True when the creature rig has been updated</returns>
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/// The parameter is used to instantiate a new target rig when none has been found.
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public bool CheckTargetRig(string targetRigResourceName) {
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if (this.targetRig == null) {
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// See if there is a target rig, but we just haven't found it
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this.targetRig = this.GetComponentInChildren<TargetRig>();
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if (this.targetRig == null) {
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GameObject targetsRigPrefab = Resources.Load<GameObject>(targetRigResourceName);
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GameObject targetRig = Instantiate(targetsRigPrefab);
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targetRig.name = "Target Rig";
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targetRig.transform.SetPositionAndRotation(this.transform.position, this.transform.rotation);
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targetRig.transform.SetParent(this.transform);
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this.targetRig = targetRig.GetComponent<TargetRig>();
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}
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return true;
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}
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else
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return false;
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}
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/// <summary>
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/// Ensure that the creature rig is available
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/// </summary>
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/// <returns>True when the creature rig has been updated</returns>
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public bool CheckCreatureRig() {
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if (this.creatureRig == null) {
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SkinnedMeshRenderer[] skinnedMeshRenderers = this.GetComponentsInChildren<SkinnedMeshRenderer>();
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foreach (SkinnedMeshRenderer skinnedMeshRenderer in skinnedMeshRenderers) {
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Transform rendererParent = skinnedMeshRenderer.transform.parent;
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if (this.creatureRig == null || this.creatureRig == rendererParent)
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this.creatureRig = rendererParent;
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else
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Debug.LogWarning("Unclear avatar root");
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}
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return this.creatureRig != null;
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}
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else
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return false;
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}
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public virtual void UpdateBones() {
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Vector3 newPosition = this.targetRig.transform.position + targetToRootTranslation;
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Quaternion newOrientation = this.targetRig.transform.rotation * targetToRootRotation;
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this.transform.SetPositionAndRotation(newPosition, newOrientation);
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}
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}
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} |