initial upload
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using UnityEngine;
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using System.Collections;
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using RootMotion;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Controls LookAtIK for the InteractionSystem
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/// </summary>
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[System.Serializable]
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public class InteractionLookAt {
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// (Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.
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[Tooltip("(Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.")]
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public LookAtIK ik;
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/// <summary>
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/// Interpolation speed of the LookAtIK target.
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/// </summary>
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[Tooltip("Interpolation speed of the LookAtIK target.")]
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public float lerpSpeed = 5f;
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/// <summary>
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/// Interpolation speed of the LookAtIK weight.
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/// </summary>
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[Tooltip("Interpolation speed of the LookAtIK weight.")]
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public float weightSpeed = 1f;
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/// <summary>
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/// Look the specified target for the specified time.
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/// </summary>
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public void Look(Transform target, float time) {
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if (ik == null) return;
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if (ik.solver.IKPositionWeight <= 0f) ik.solver.IKPosition = ik.solver.GetRoot().position + ik.solver.GetRoot().forward * 3f;
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lookAtTarget = target;
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stopLookTime = time;
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}
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[HideInInspector] public bool isPaused;
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private Transform lookAtTarget; // The target Transform to look at
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private float stopLookTime; // Time to start fading out the LookAtIK
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private float weight; // Current weight
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private bool firstFBBIKSolve; // Has the FBBIK already solved for this frame? In case it is solved more than once, for example when using the ShoulderRotator
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public void OnFixTransforms() {
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if (ik == null) return;
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if (ik.fixTransforms) ik.solver.FixTransforms();
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}
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public void Update() {
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if (ik == null) return;
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if (ik.enabled) ik.enabled = false;
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if (lookAtTarget == null) return;
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if (isPaused) stopLookTime += Time.deltaTime;
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// Interpolate the weight
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float add = Time.time < stopLookTime? weightSpeed: -weightSpeed;
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weight = Mathf.Clamp(weight + add * Time.deltaTime, 0f, 1f);
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// Set LookAtIK weight
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ik.solver.IKPositionWeight = Interp.Float(weight, InterpolationMode.InOutQuintic);
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// Set LookAtIK position
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ik.solver.IKPosition = Vector3.Lerp(ik.solver.IKPosition, lookAtTarget.position, lerpSpeed * Time.deltaTime);
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// Release the LookAtIK for other tasks once we're weighed out
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if (weight <= 0f) lookAtTarget = null;
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firstFBBIKSolve = true;
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}
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public void SolveSpine() {
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if (ik == null) return;
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if (!firstFBBIKSolve) return;
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float headWeight = ik.solver.headWeight;
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float eyesWeight = ik.solver.eyesWeight;
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ik.solver.headWeight = 0f;
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ik.solver.eyesWeight = 0f;
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ik.solver.Update();
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ik.solver.headWeight = headWeight;
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ik.solver.eyesWeight = eyesWeight;
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}
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public void SolveHead() {
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if (ik == null) return;
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if (!firstFBBIKSolve) return;
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float bodyWeight = ik.solver.bodyWeight;
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ik.solver.bodyWeight = 0f;
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ik.solver.Update();
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ik.solver.bodyWeight = bodyWeight;
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firstFBBIKSolve = false;
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}
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}
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}
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