using UnityEngine; using System.Collections; namespace RootMotion.Demos { /// /// Motion Absorb demo character controller. /// public class MotionAbsorbCharacter : MonoBehaviour { public Animator animator; public MotionAbsorb motionAbsorb; public Transform cube; // The cube we are hitting public float cubeRandomPosition = 0.1f; // Randomizing cube position after each hit public AnimationCurve motionAbsorbWeight; private Vector3 cubeDefaultPosition; private AnimatorStateInfo info; private Rigidbody cubeRigidbody; void Start() { // Storing the default position of the cube cubeDefaultPosition = cube.position; cubeRigidbody = cube.GetComponent(); } void Update () { // Set motion absorb weight //motionAbsorb.weight = animator.GetFloat("MotionAbsorbWeight"); // NB! Using Mecanim curves is PRO only // Using an animation curve so it works with Unity Free as well info = animator.GetCurrentAnimatorStateInfo(0); motionAbsorb.weight = motionAbsorbWeight.Evaluate(info.normalizedTime - (int)info.normalizedTime); } // Mecanim event void SwingStart() { // Reset the cube cubeRigidbody.MovePosition(cubeDefaultPosition + UnityEngine.Random.insideUnitSphere * cubeRandomPosition); cubeRigidbody.MoveRotation(Quaternion.identity); cubeRigidbody.velocity = Vector3.zero; cubeRigidbody.angularVelocity = Vector3.zero; } } }