Files
7d2dXG/Mods/0A-KFCommonUtilityLib/KFAttached/RigAdaptors/Adaptors/MultiAimConstraintAdaptor.cs
Nathaniel Cosford e06f2bd282 Add All Mods
2025-05-29 23:33:28 +09:30

69 lines
2.8 KiB
C#

using UnityEngine;
using UnityEngine.Animations.Rigging;
[AddComponentMenu("")]
public class MultiAimConstraintAdaptor : RigAdaptorAbs
{
[SerializeField]
private string m_ConstrainedObject;
[SerializeField]
private WeightedTransformArray m_SourceObjects;
[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 string 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 = targetRoot.FindInAllChildren(m_ConstrainedObject);
constraint.data.sourceObjects = m_SourceObjects;
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;
if (!string.IsNullOrEmpty(m_WorldUpObject))
constraint.data.worldUpObject = targetRoot.FindInAllChildren(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?.name;
m_SourceObjects = constraint.data.sourceObjects;
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.name;
m_WorldUpAxis = constraint.data.worldUpAxis;
m_MaintainOffset = constraint.data.maintainOffset;
m_ConstrainedAxes = new Vector3Bool(constraint.data.constrainedXAxis, constraint.data.constrainedYAxis, constraint.data.constrainedZAxis);
}
}