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path: root/Assets/Scripts/Avatar/EnforceZCoord.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnforceZCoord : MonoBehaviour
{
    private void Start()
    {
        
    }

    void OnAnimatorMove()
	{
		Animator animator = GetComponent<Animator>();
		if (animator == null)
			return;

		AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);

		if (stateInfo.IsTag("IgnoreRootMotion"))
		{
			// ignore root motion 
			//Debug.Log("ignore root motion ");
		}
		else if (stateInfo.IsTag("IgnoreRootMotionY"))
		{
			Vector3 position = transform.position;
			position.x += animator.deltaPosition.x;
			transform.position = position;

			transform.rotation *= animator.deltaRotation;
		}
		else
		{
			// animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
			// 在后面做一个硬性约束z=0,将角色限制在z=0平面上
			Vector3 position = transform.position;
			position.x += animator.deltaPosition.x;
			position.y += animator.deltaPosition.y;
			transform.position = position;

			// animation clip导入设置旋转一般上设置为baked inpose,不需要手动限制
			transform.rotation *= animator.deltaRotation;
		}
	}
}