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- using UnityEngine;
- using System.Collections;
- namespace RootMotion {
-
-
-
- [System.Serializable]
- public class BipedLimbOrientations {
- [System.Serializable]
- public class LimbOrientation {
- public Vector3 upperBoneForwardAxis;
- public Vector3 lowerBoneForwardAxis;
- public Vector3 lastBoneLeftAxis;
- public LimbOrientation(Vector3 upperBoneForwardAxis, Vector3 lowerBoneForwardAxis, Vector3 lastBoneLeftAxis) {
- this.upperBoneForwardAxis = upperBoneForwardAxis;
- this.lowerBoneForwardAxis = lowerBoneForwardAxis;
- this.lastBoneLeftAxis = lastBoneLeftAxis;
- }
- }
- public LimbOrientation leftArm, rightArm, leftLeg, rightLeg;
-
-
-
- public BipedLimbOrientations (LimbOrientation leftArm, LimbOrientation rightArm, LimbOrientation leftLeg, LimbOrientation rightLeg) {
- this.leftArm = leftArm;
- this.rightArm = rightArm;
- this.leftLeg = leftLeg;
- this.rightLeg = rightLeg;
- }
-
-
-
- public static BipedLimbOrientations UMA {
- get {
- return new BipedLimbOrientations(
- new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.forward),
- new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.back),
- new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.down),
- new LimbOrientation(Vector3.forward, Vector3.forward, Vector3.down)
- );
- }
- }
-
-
-
-
- public static BipedLimbOrientations MaxBiped {
- get {
- return new BipedLimbOrientations(
- new LimbOrientation(Vector3.down, Vector3.down, Vector3.down),
- new LimbOrientation(Vector3.down, Vector3.down, Vector3.up),
- new LimbOrientation(Vector3.up, Vector3.up, Vector3.back),
- new LimbOrientation(Vector3.up, Vector3.up, Vector3.back)
- );
- }
- }
-
- }
- }
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