Upload from upload_mods.ps1

This commit is contained in:
Nathaniel Cosford
2025-06-04 16:13:32 +09:30
commit 7345f42201
470 changed files with 51966 additions and 0 deletions

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class BlendConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string m_SourceA;
[SerializeField]
private string m_SourceB;
[SerializeField]
private bool m_BlendPosition;
[SerializeField]
private bool m_BlendRotation;
[SerializeField]
private float m_PositionWeight;
[SerializeField]
private float m_RotationWeight;
[SerializeField]
private bool m_MaintainPositionOffsets;
[SerializeField]
private bool m_MaintainRotationOffsets;
public override void ReadRigData()
{
var constraint = GetComponent<BlendConstraint>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
m_SourceA = constraint.data.sourceObjectA?.name;
m_SourceB = constraint.data.sourceObjectB?.name;
m_BlendPosition = constraint.data.blendPosition;
m_BlendRotation = constraint.data.blendRotation;
m_PositionWeight = constraint.data.positionWeight;
m_RotationWeight = constraint.data.rotationWeight;
m_MaintainPositionOffsets = constraint.data.maintainPositionOffsets;
m_MaintainRotationOffsets = constraint.data.maintainRotationOffsets;
}
public override void FindRigTargets()
{
var constraint = GetComponent<BlendConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObjectA = targetRoot.FindInAllChildren(m_SourceA);
constraint.data.sourceObjectB = targetRoot.FindInAllChildren(m_SourceB);
constraint.data.blendPosition = m_BlendPosition;
constraint.data.blendRotation = m_BlendRotation;
constraint.data.positionWeight = m_PositionWeight;
constraint.data.rotationWeight = m_RotationWeight;
constraint.data.maintainPositionOffsets = m_MaintainPositionOffsets;
constraint.data.maintainRotationOffsets = m_MaintainRotationOffsets;
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class ChainIKConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_Root;
[SerializeField]
private Transform m_Tip;
[SerializeField]
private string m_Target;
[SerializeField]
private float m_ChainRotationWeight;
[SerializeField]
private float m_TipRotationWeight;
[SerializeField]
private int m_MaxIterations;
[SerializeField]
private float m_Tolerance;
[SerializeField]
private bool m_MaintainTargetPositionOffset;
[SerializeField]
private bool m_MaintainTargetRotationOffset;
public override void ReadRigData()
{
var constraint = GetComponent<ChainIKConstraint>();
weight = constraint.weight;
m_Root = constraint.data.root;
m_Tip = constraint.data.tip;
m_Target = constraint.data.target?.name;
m_ChainRotationWeight = constraint.data.chainRotationWeight;
m_TipRotationWeight = constraint.data.tipRotationWeight;
m_MaxIterations = constraint.data.maxIterations;
m_Tolerance = constraint.data.tolerance;
m_MaintainTargetPositionOffset = constraint.data.maintainTargetPositionOffset;
m_MaintainTargetRotationOffset = constraint.data.maintainTargetRotationOffset;
}
public override void FindRigTargets()
{
var constraint = GetComponent<ChainIKConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.root = m_Root;
constraint.data.tip = m_Tip;
constraint.data.target = targetRoot.FindInAllChildren(m_Target);
constraint.data.chainRotationWeight = m_ChainRotationWeight;
constraint.data.tipRotationWeight = m_TipRotationWeight;
constraint.data.maxIterations = m_MaxIterations;
constraint.data.tolerance = m_Tolerance;
constraint.data.maintainTargetPositionOffset = m_MaintainTargetPositionOffset;
constraint.data.maintainTargetRotationOffset = m_MaintainTargetRotationOffset;
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class DampedTransformReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string m_Source;
[SerializeField]
private float m_DampPosition;
[SerializeField]
private float m_DampRotation;
[SerializeField]
private bool m_MaintainAim;
public override void FindRigTargets()
{
var constraint = GetComponent<DampedTransform>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
m_Source = constraint.data.sourceObject?.name;
m_DampPosition = constraint.data.dampPosition;
m_DampRotation = constraint.data.dampRotation;
m_MaintainAim = constraint.data.maintainAim;
}
public override void ReadRigData()
{
var constraint = GetComponent<DampedTransform>();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObject = targetRoot.FindInAllChildren(m_Source);
constraint.data.dampPosition = m_DampPosition;
constraint.data.dampRotation = m_DampRotation;
constraint.data.maintainAim = m_MaintainAim;
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class MultiAimConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string[] m_SourceObjectNames;
[SerializeField]
private float[] m_SourceObjectWeights;
[SerializeField]
private Vector3 m_Offset;
[SerializeField]
private Vector2 m_limits;
[SerializeField]
private MultiAimConstraintData.Axis m_AimAxis;
[SerializeField]
private MultiAimConstraintData.Axis m_UpAxis;
[SerializeField]
private MultiAimConstraintData.WorldUpType m_WorldUpType;
[SerializeField]
private Transform m_WorldUpObject;
[SerializeField]
private MultiAimConstraintData.Axis m_WorldUpAxis;
[SerializeField]
private bool m_MaintainOffset;
[SerializeField]
private Vector3Bool m_ConstrainedAxes;
public override void FindRigTargets()
{
var constraint = GetComponent<MultiAimConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObjects = WeightedTransformArrayFromAdaptor(targetRoot, m_SourceObjectNames, m_SourceObjectWeights);
constraint.data.offset = m_Offset;
constraint.data.limits = m_limits;
constraint.data.aimAxis = m_AimAxis;
constraint.data.upAxis = m_UpAxis;
constraint.data.worldUpType = m_WorldUpType;
constraint.data.worldUpObject = m_WorldUpObject;
constraint.data.worldUpAxis = m_WorldUpAxis;
constraint.data.maintainOffset = m_MaintainOffset;
constraint.data.constrainedXAxis = m_ConstrainedAxes.x;
constraint.data.constrainedYAxis = m_ConstrainedAxes.y;
constraint.data.constrainedZAxis = m_ConstrainedAxes.z;
}
public override void ReadRigData()
{
var constraint = GetComponent<MultiAimConstraint>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
WeightedTransformArrayToAdaptor(constraint.data.sourceObjects, out m_SourceObjectNames, out m_SourceObjectWeights);
m_Offset = constraint.data.offset;
m_limits = constraint.data.limits;
m_AimAxis = constraint.data.aimAxis;
m_UpAxis = constraint.data.upAxis;
m_WorldUpType = constraint.data.worldUpType;
if ((m_WorldUpType == MultiAimConstraintData.WorldUpType.ObjectUp || m_WorldUpType == MultiAimConstraintData.WorldUpType.ObjectRotationUp) && constraint.data.worldUpObject)
m_WorldUpObject = constraint.data.worldUpObject;
m_WorldUpAxis = constraint.data.worldUpAxis;
m_MaintainOffset = constraint.data.maintainOffset;
m_ConstrainedAxes = new Vector3Bool(constraint.data.constrainedXAxis, constraint.data.constrainedYAxis, constraint.data.constrainedZAxis);
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class MultiParentConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string[] m_SourceObjectNames;
[SerializeField]
private float[] m_SourceObjectWeights;
[SerializeField]
private Vector3Bool m_ConstrainedPositionAxes;
[SerializeField]
private Vector3Bool m_ConstrainedRotationAxes;
[SerializeField]
private bool m_MaintainPositionOffset;
[SerializeField]
private bool m_MaintainRotationOffset;
public override void FindRigTargets()
{
var constraint = GetComponent<MultiParentConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObjects = WeightedTransformArrayFromAdaptor(targetRoot, m_SourceObjectNames, m_SourceObjectWeights);
constraint.data.constrainedPositionXAxis = m_ConstrainedPositionAxes.x;
constraint.data.constrainedPositionYAxis = m_ConstrainedPositionAxes.y;
constraint.data.constrainedPositionZAxis = m_ConstrainedPositionAxes.z;
constraint.data.constrainedRotationXAxis = m_ConstrainedRotationAxes.x;
constraint.data.constrainedRotationYAxis = m_ConstrainedRotationAxes.y;
constraint.data.constrainedRotationZAxis = m_ConstrainedRotationAxes.z;
constraint.data.maintainPositionOffset = m_MaintainPositionOffset;
constraint.data.maintainRotationOffset = m_MaintainRotationOffset;
}
public override void ReadRigData()
{
var constraint = GetComponent<MultiParentConstraint>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
WeightedTransformArrayToAdaptor(constraint.data.sourceObjects, out m_SourceObjectNames, out m_SourceObjectWeights);
m_ConstrainedPositionAxes = new Vector3Bool(constraint.data.constrainedPositionXAxis, constraint.data.constrainedPositionYAxis, constraint.data.constrainedPositionZAxis);
m_ConstrainedRotationAxes = new Vector3Bool(constraint.data.constrainedRotationXAxis, constraint.data.constrainedRotationYAxis, constraint.data.constrainedRotationZAxis);
m_MaintainPositionOffset = constraint.data.maintainPositionOffset;
m_MaintainRotationOffset = constraint.data.maintainRotationOffset;
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class MultiPositionConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string[] m_SourceObjectNames;
[SerializeField]
private float[] m_SourceObjectWeights;
[SerializeField]
private Vector3 m_Offset;
[SerializeField]
private Vector3Bool m_ConstrainedAxes;
[SerializeField]
private bool m_MaintainOffset;
public override void FindRigTargets()
{
var constraint = GetComponent<MultiPositionConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObjects = WeightedTransformArrayFromAdaptor(targetRoot, m_SourceObjectNames, m_SourceObjectWeights);
constraint.data.offset = m_Offset;
constraint.data.constrainedXAxis = m_ConstrainedAxes.x;
constraint.data.constrainedYAxis = m_ConstrainedAxes.y;
constraint.data.constrainedZAxis = m_ConstrainedAxes.z;
constraint.data.maintainOffset = m_MaintainOffset;
}
public override void ReadRigData()
{
var constraint = GetComponent<MultiPositionConstraint>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
WeightedTransformArrayToAdaptor(constraint.data.sourceObjects, out m_SourceObjectNames, out m_SourceObjectWeights);
m_Offset = constraint.data.offset;
m_ConstrainedAxes = new Vector3Bool(constraint.data.constrainedXAxis, constraint.data.constrainedYAxis, constraint.data.constrainedZAxis);
m_MaintainOffset = constraint.data.maintainOffset;
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class MultiReferentialConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private int m_Driver;
[SerializeField]
private List<string> m_SourceObjects;
public override void FindRigTargets()
{
var constraint = GetComponent<MultiReferentialConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.driver = m_Driver;
constraint.data.sourceObjects = new List<Transform>();
foreach(var sourceObject in m_SourceObjects)
{
constraint.data.sourceObjects.Add(targetRoot.FindInAllChildren(sourceObject));
}
}
public override void ReadRigData()
{
var constraint = GetComponent<MultiReferentialConstraint>();
weight = constraint.weight;
m_Driver = constraint.data.driver;
m_SourceObjects = new List<string>();
foreach (var sourceObject in constraint.data.sourceObjects)
{
m_SourceObjects.Add(sourceObject?.name);
}
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class MultiRotationConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string[] m_SourceObjectNames;
[SerializeField]
private float[] m_SourceObjectWeights;
[SerializeField]
private Vector3 m_Offset;
[SerializeField]
private Vector3Bool m_ConstrainedAxes;
[SerializeField]
private bool m_MaintainOffset;
public override void FindRigTargets()
{
var constraint = GetComponent<MultiRotationConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObjects = WeightedTransformArrayFromAdaptor(targetRoot, m_SourceObjectNames, m_SourceObjectWeights);
constraint.data.offset = m_Offset;
constraint.data.constrainedXAxis = m_ConstrainedAxes.x;
constraint.data.constrainedYAxis = m_ConstrainedAxes.y;
constraint.data.constrainedZAxis = m_ConstrainedAxes.z;
constraint.data.maintainOffset = m_MaintainOffset;
}
public override void ReadRigData()
{
var constraint = GetComponent<MultiRotationConstraint>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
WeightedTransformArrayToAdaptor(constraint.data.sourceObjects, out m_SourceObjectNames, out m_SourceObjectWeights);
m_Offset = constraint.data.offset;
m_ConstrainedAxes = new Vector3Bool(constraint.data.constrainedXAxis, constraint.data.constrainedYAxis, constraint.data.constrainedZAxis);
m_MaintainOffset = constraint.data.maintainOffset;
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class OverrideTransformReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_ConstrainedObject;
[SerializeField]
private string m_OverrideSource;
[SerializeField]
private Vector3 m_OverridePosition;
[SerializeField]
private Vector3 m_OverrideRotation;
[SerializeField]
private float m_PositionWeight;
[SerializeField]
private float m_RotationWeight;
[SerializeField]
private OverrideTransformData.Space m_Space;
public override void FindRigTargets()
{
var constraint = GetComponent<OverrideTransform>();
constraint.Reset();
constraint.weight = weight;
constraint.data.constrainedObject = m_ConstrainedObject;
constraint.data.sourceObject = targetRoot.FindInAllChildren(m_OverrideSource);
constraint.data.position = m_OverridePosition;
constraint.data.rotation = m_OverrideRotation;
constraint.data.positionWeight = m_PositionWeight;
constraint.data.rotationWeight = m_RotationWeight;
constraint.data.space = m_Space;
}
public override void ReadRigData()
{
var constraint = GetComponent<OverrideTransform>();
weight = constraint.weight;
m_ConstrainedObject = constraint.data.constrainedObject;
m_OverrideSource = constraint.data.sourceObject?.name;
m_OverridePosition = constraint.data.position;
m_OverrideRotation = constraint.data.rotation;
m_PositionWeight = constraint.data.positionWeight;
m_RotationWeight = constraint.data.rotationWeight;
m_Space = constraint.data.space;
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class TwistChainConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_Root;
[SerializeField]
private Transform m_Tip;
[SerializeField]
private string m_RootTarget;
[SerializeField]
private string m_TipTarget;
[SerializeField]
private AnimationCurve m_Curve;
public override void FindRigTargets()
{
var constraint = GetComponent<TwistChainConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.root = m_Root;
constraint.data.tip = m_Tip;
constraint.data.rootTarget = targetRoot.FindInAllChildren(m_RootTarget);
constraint.data.tipTarget = targetRoot.FindInAllChildren(m_TipTarget);
constraint.data.curve = m_Curve;
}
public override void ReadRigData()
{
var constraint = GetComponent<TwistChainConstraint>();
weight = constraint.weight;
m_Root = constraint.data.root;
m_Tip = constraint.data.tip;
m_RootTarget = constraint.data.rootTarget?.name;
m_TipTarget = constraint.data.tipTarget?.name;
m_Curve = constraint.data.curve;
}
}

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using System.Linq;
using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class TwistCorrectionReverseAdaptor : RigAdaptorAbs
{
public override void FindRigTargets()
{
}
public override void ReadRigData()
{
}
}

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using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class TwoBoneIKConstraintReverseAdaptor : RigAdaptorAbs
{
[SerializeField]
private Transform m_Root;
[SerializeField]
private Transform m_Mid;
[SerializeField]
private Transform m_Tip;
[SerializeField]
private string m_Target;
[SerializeField]
private string m_Hint;
[SerializeField]
private float m_TargetPositionWeight;
[SerializeField]
private float m_TargetRotationWeight;
[SerializeField]
private float m_HintWeight;
[SerializeField]
private bool m_MaintainTargetPositionOffset;
[SerializeField]
private bool m_MaintainTargetRotationOffset;
public override void FindRigTargets()
{
var constraint = GetComponent<TwoBoneIKConstraint>();
constraint.Reset();
constraint.weight = weight;
constraint.data.root = m_Root;
constraint.data.mid = m_Mid;
constraint.data.tip = m_Tip;
constraint.data.target = targetRoot.FindInAllChildren(m_Target);
constraint.data.hint = targetRoot.FindInAllChildren(m_Hint);
constraint.data.targetPositionWeight = m_TargetPositionWeight;
constraint.data.targetRotationWeight = m_TargetRotationWeight;
constraint.data.hintWeight = m_HintWeight;
constraint.data.maintainTargetPositionOffset = m_MaintainTargetPositionOffset;
constraint.data.maintainTargetRotationOffset = m_MaintainTargetRotationOffset;
}
public override void ReadRigData()
{
var constraint = GetComponent<TwoBoneIKConstraint>();
weight = constraint.weight;
m_Root = constraint.data.root;
m_Mid = constraint.data.mid;
m_Tip = constraint.data.tip;
m_Target = constraint.data.target?.name;
m_Hint = constraint.data.hint?.name;
m_TargetPositionWeight = constraint.data.targetPositionWeight;
m_TargetRotationWeight = constraint.data.targetRotationWeight;
m_HintWeight = constraint.data.hintWeight;
m_MaintainTargetPositionOffset = constraint.data.maintainTargetPositionOffset;
m_MaintainTargetRotationOffset = constraint.data.maintainTargetRotationOffset;
}
}

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