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			55 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.5 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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	/// 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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