initial upload
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// Base class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits.
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/// </summary>
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public abstract class OffsetModifierVRIK: MonoBehaviour {
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[Tooltip("The master weight")]
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public float weight = 1f;
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[Tooltip("Reference to the VRIK component")]
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public VRIK ik;
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// not using Time.deltaTime or Time.fixedDeltaTime here, because we don't know if animatePhysics is true or not on the character, so we have to keep track of time ourselves.
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protected float deltaTime { get { return Time.time - lastTime; }}
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protected abstract void OnModifyOffset();
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private float lastTime;
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protected virtual void Start() {
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StartCoroutine(Initiate());
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}
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private IEnumerator Initiate() {
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while (ik == null) yield return null;
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// You can use just LateUpdate, but note that it doesn't work when you have animatePhysics turned on for the character.
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ik.solver.OnPreUpdate += ModifyOffset;
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lastTime = Time.time;
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}
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// The main function that checks for all conditions and calls OnModifyOffset if they are met
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private void ModifyOffset() {
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if (!enabled) return;
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if (weight <= 0f) return;
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if (deltaTime <= 0f) return;
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if (ik == null) return;
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weight = Mathf.Clamp(weight, 0f, 1f);
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OnModifyOffset();
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lastTime = Time.time;
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}
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// Remove the delegate when destroyed
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protected virtual void OnDestroy() {
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if (ik != null) ik.solver.OnPreUpdate -= ModifyOffset;
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}
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}
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}
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