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(); 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(); 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; } }