aboutsummaryrefslogtreecommitdiff
path: root/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs
diff options
context:
space:
mode:
Diffstat (limited to 'JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs')
-rw-r--r--JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs45
1 files changed, 0 insertions, 45 deletions
diff --git a/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs b/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs
deleted file mode 100644
index 01e38ff..0000000
--- a/JamHelper/Assets/JamUtils/FastIK/Scripts/Sample/SampleProcedualAnimation.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using UnityEngine;
-
-namespace DitzelGames.FastIK
-{
- class SampleProcedualAnimation : MonoBehaviour
- {
- public Transform[] FootTarget;
- public Transform LookTarget;
- public Transform HandTarget;
- public Transform HandPole;
- public Transform Step;
- public Transform Attraction;
-
- public void LateUpdate()
- {
- //move step & attraction
- Step.Translate(Vector3.forward * Time.deltaTime * 0.7f);
- if (Step.position.z > 1f)
- Step.position = Step.position + Vector3.forward * -2f;
- Attraction.Translate(Vector3.forward * Time.deltaTime * 0.5f);
- if (Attraction.position.z > 1f)
- Attraction.position = Attraction.position + Vector3.forward * -2f;
-
- //footsteps
- for(int i = 0; i < FootTarget.Length; i++)
- {
- var foot = FootTarget[i];
- var ray = new Ray(foot.transform.position + Vector3.up * 0.5f, Vector3.down);
- var hitInfo = new RaycastHit();
- if(Physics.SphereCast(ray, 0.05f, out hitInfo, 0.50f))
- foot.position = hitInfo.point + Vector3.up * 0.05f;
- }
-
- //hand and look
- var normDist = Mathf.Clamp((Vector3.Distance(LookTarget.position, Attraction.position) - 0.3f) / 1f, 0, 1);
- HandTarget.rotation = Quaternion.Lerp(Quaternion.Euler(90, 0, 0), HandTarget.rotation, normDist);
- HandTarget.position = Vector3.Lerp(Attraction.position, HandTarget.position, normDist);
- HandPole.position = Vector3.Lerp(HandTarget.position + Vector3.down * 2, HandTarget.position + Vector3.forward * 2f, normDist);
- LookTarget.position = Vector3.Lerp(Attraction.position, LookTarget.position, normDist);
-
-
- }
-
- }
-}