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https://github.com/bdunderscore/modular-avatar.git
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b154b01e45
This adds support for animation mapping for MergeArmature components, as well as supporting locking the position of MergeArmature-controlled transforms to their original counterparts, to ease animation editing. With this change it might be best to eliminate the bone proxy component, as it's a bit redundant now.
58 lines
2.0 KiB
C#
58 lines
2.0 KiB
C#
using Codice.CM.WorkspaceServer.Tree;
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using UnityEngine;
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namespace net.fushizen.modular_avatar.core
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{
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[ExecuteInEditMode]
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public class MAInternalOffsetMarker : AvatarTagComponent
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{
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void OnValidate()
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{
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#if MODULAR_AVATAR_DEBUG
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hideFlags = HideFlags.None;
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#else
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hideFlags = HideFlags.HideInInspector;
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#endif
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}
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private const float POS_EPSILON = 0.01f;
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private const float ROT_EPSILON = 0.01f;
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private Vector3 lastLocalPos;
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private Vector3 lastLocalScale;
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private Quaternion lastLocalRot;
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public Transform correspondingObject;
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public bool lockBasePosition;
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public void Update()
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{
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if (correspondingObject == null) return;
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// ReSharper disable once LocalVariableHidesMember
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var transform = this.transform;
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if ((transform.localPosition - lastLocalPos).sqrMagnitude > POS_EPSILON
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|| (transform.localScale - lastLocalScale).sqrMagnitude > POS_EPSILON
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|| Quaternion.Angle(lastLocalRot, transform.localRotation) > ROT_EPSILON)
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{
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if (lockBasePosition) transform.position = correspondingObject.position;
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else correspondingObject.localPosition = transform.localPosition;
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correspondingObject.localScale = transform.localScale;
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correspondingObject.localRotation = transform.localRotation;
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}
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else
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{
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if (lockBasePosition) transform.position = correspondingObject.position;
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else transform.localPosition = correspondingObject.localPosition;
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transform.localScale = correspondingObject.localScale;
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transform.localRotation = correspondingObject.localRotation;
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}
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lastLocalPos = transform.localPosition;
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lastLocalScale = transform.localScale;
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lastLocalRot = transform.localRotation;
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}
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}
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} |