using UnityEngine; using UnityEngine.Animations.Rigging; [AddComponentMenu("KFAttachments/Binding Helpers/Rig Activation Binding")] public class RigActivationBinding : MonoBehaviour { [SerializeField] private RigLayer[] bindings; [SerializeField] private RigLayer[] inverseBindings; [SerializeField] private RigLayer[] enableOnDisable; [SerializeField] private RigLayer[] disableOnEnable; private void OnEnable() { //Log.Out(gameObject.name + " OnEnable!"); if (bindings != null) { foreach (RigLayer t in bindings) if (t != null) t.active = true; } if (inverseBindings != null) { foreach (RigLayer t in inverseBindings) { if (t != null) t.active = false; } } if (disableOnEnable != null) { foreach (RigLayer t in disableOnEnable) { if (t != null) t.active = false; } } } private void OnDisable() { //Log.Out(gameObject.name + " OnDisable!"); if (bindings != null) { foreach (RigLayer t in bindings) if (t != null) t.active = false; } if (inverseBindings != null) { foreach (RigLayer t in inverseBindings) { if (t != null) t.active = true; } } if (enableOnDisable != null) { foreach (RigLayer t in enableOnDisable) { if (t != null) t.active = true; } } } }