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- using UnityEngine;
- using System.Collections;
- namespace RootMotion.Demos {
- /// <summary>
- /// Motion Absorb demo character controller.
- /// </summary>
- 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<Rigidbody>();
- }
- 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;
- }
- }
- }
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