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using UnityEngine;
using System.Collections;
public class DynamicBoneDemo1 : MonoBehaviour
{
public GameObject m_Player;
float m_weight = 1;
float m_sleepTime;
void Update()
{
m_Player.transform.Rotate(new Vector3(0, Input.GetAxis("Horizontal") * Time.deltaTime * 200, 0));
m_Player.transform.Translate(transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * 4);
}
void OnGUI()
{
float x = 50;
float y = 50;
float w1 = 100;
float w2 = 200;
float h = 24;
GUI.Label(new Rect(x, y, w2, h), "Press arrow key to move");
Animation a = m_Player.GetComponentInChildren<Animation>();
y += h;
a.enabled = GUI.Toggle(new Rect(x, y, w2, h), a.enabled, "Play Animation");
y += h * 2;
DynamicBone[] dbs = m_Player.GetComponents<DynamicBone>();
GUI.Label(new Rect(x, y, w2, h), "Choose dynamic bone:");
y += h;
dbs[0].enabled = dbs[1].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[0].enabled, "Breasts");
y += h;
dbs[2].enabled = GUI.Toggle(new Rect(x, y, w1, h), dbs[2].enabled, "Tail");
y += h;
GUI.Label(new Rect(x, y, w2, h), "Weight");
m_weight = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_weight, 0, 1);
foreach (var db in dbs)
db.SetWeight(m_weight);
/*
y += h * 2;
GUI.Label(new Rect(x, y, w2, h), "Sleep");
m_sleepTime = GUI.HorizontalSlider(new Rect(x + 50, y, w1, h), m_sleepTime, 0, 1);
if (m_sleepTime > 0)
System.Threading.Thread.Sleep((int)(m_sleepTime * 100));
y += h;
GUI.Label(new Rect(x, y, w2, h), "Time Scale");
Time.timeScale = GUI.HorizontalSlider(new Rect(x + 80, y, w1, h), Time.timeScale, 0, 2);
*/
}
}
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