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- using UnityEngine;
- using System.Collections;
- namespace RootMotion.FinalIK {
- /// <summary>
- /// Offsets the transform from it's (animated) position.
- /// </summary>
- [System.Serializable]
- public class ConstraintPositionOffset : Constraint {
-
- #region Main Interface
-
- /// <summary>
- /// The position offset in world space.
- /// </summary>
- public Vector3 offset;
-
- public override void UpdateConstraint() {
- if (weight <= 0) return;
- if (!isValid) return;
-
- // Initiating
- if (!initiated) {
- // Storing default values
- defaultLocalPosition = transform.localPosition;
- lastLocalPosition = transform.localPosition;
-
- initiated = true;
- }
-
- // Check if position has changed. If true, set default local position to current.
- if (positionChanged) defaultLocalPosition = transform.localPosition;
-
- // Offsetting the position
- transform.localPosition = defaultLocalPosition;
- transform.position += offset * weight;
-
- // Store the current local position to check if it has changed in the next update.
- lastLocalPosition = transform.localPosition;
- }
-
- #endregion Main Interface
-
- public ConstraintPositionOffset() {}
-
- public ConstraintPositionOffset(Transform transform) {
- this.transform = transform;
- }
-
- private Vector3 defaultLocalPosition, lastLocalPosition;
- private bool initiated;
-
- /*
- * Check if position has been changed by animation or any other external script.
- * If not, consider the object to be static and offset only from the default rotation.
- * */
- private bool positionChanged {
- get {
- return transform.localPosition != lastLocalPosition;
- }
- }
- }
- }
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