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			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			53 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C#
		
	
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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	/// Procedural body tilting with FBBIK.
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	/// </summary>
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	public class BodyTilt: OffsetModifier {
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		[Tooltip("Speed of tilting")]
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		public float tiltSpeed = 6f;
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		[Tooltip("Sensitivity of tilting")]
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		public float tiltSensitivity = 0.07f;
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		[Tooltip("The OffsetPose components")]
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		public OffsetPose poseLeft, poseRight;
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		private float tiltAngle;
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		private Vector3 lastForward;
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		protected override void Start() {
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			base.Start();
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			// Store current character forward axis and Time
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			lastForward = transform.forward;
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		}
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		// Called by IKSolverFullBody before updating
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		protected override void OnModifyOffset() {
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			// Calculate the angular delta in character rotation
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			Quaternion change = Quaternion.FromToRotation(lastForward, transform.forward);
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			float deltaAngle = 0;
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			Vector3 axis = Vector3.zero;
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			change.ToAngleAxis(out deltaAngle, out axis);
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			if (axis.y > 0) deltaAngle = -deltaAngle;
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			deltaAngle *= tiltSensitivity * 0.01f;
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			deltaAngle /= deltaTime;
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			deltaAngle = Mathf.Clamp(deltaAngle, -1f, 1f);
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			tiltAngle = Mathf.Lerp(tiltAngle, deltaAngle, deltaTime * tiltSpeed);
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			// Applying positionOffsets
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			float tiltF = Mathf.Abs(tiltAngle) / 1f;
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			if (tiltAngle < 0) poseRight.Apply(ik.solver, tiltF);
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			else poseLeft.Apply(ik.solver, tiltF);
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			// Store current character forward axis and Time
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			lastForward = transform.forward;
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		}
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	}
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}
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