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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityAnimator
{
[TaskCategory("Basic/Animator")]
[TaskDescription("Sets the look at weight. Returns success immediately after.")]
public class SetLookAtWeight : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("(0-1) the global weight of the LookAt, multiplier for other parameters.")]
public SharedFloat weight;
[Tooltip("(0-1) determines how much the body is involved in the LookAt.")]
public float bodyWeight;
[Tooltip("(0-1) determines how much the head is involved in the LookAt.")]
public float headWeight = 1;
[Tooltip("(0-1) determines how much the eyes are involved in the LookAt.")]
public float eyesWeight;
[Tooltip("(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped " +
"(look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).")]
public float clampWeight = 0.5f;
private Animator animator;
private GameObject prevGameObject;
private bool weightSet;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
animator = currentGameObject.GetComponent<Animator>();
prevGameObject = currentGameObject;
}
weightSet = false;
}
public override TaskStatus OnUpdate()
{
if (animator == null) {
Debug.LogWarning("Animator is null");
return TaskStatus.Failure;
}
return weightSet ? TaskStatus.Success : TaskStatus.Running;
}
public override void OnAnimatorIK()
{
if (animator == null) {
return;
}
animator.SetLookAtWeight(weight.Value, bodyWeight, headWeight, eyesWeight, clampWeight);
weightSet = true;
}
public override void OnReset()
{
targetGameObject = null;
weight = 0;
bodyWeight = 0;
headWeight = 1;
eyesWeight = 0;
clampWeight = 0.5f;
}
}
}
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