// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Samples.InverseKinematics
{
/// Demonstrates how to use Unity's Inverse Kinematics (IK) system to move a character's limbs.
///
///
/// Sample:
///
/// Puppet
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.InverseKinematics/IKPuppet
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Inverse Kinematics - IK Puppet")]
[AnimancerHelpUrl(typeof(IKPuppet))]
public class IKPuppet : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private Transform _BodyTarget;
[SerializeField] private IKPuppetLookTarget _LookTarget;
[SerializeField] private IKPuppetTarget[] _IKTargets;
/************************************************************************************************************************/
protected virtual void Awake()
{
// Tell Unity that we want it to call OnAnimatorIK for states on this layer:
_Animancer.Layers[0].ApplyAnimatorIK = true;
}
/************************************************************************************************************************/
protected virtual void OnAnimatorIK(int layerIndex)
{
_Animancer.Animator.bodyPosition = _BodyTarget.position;
_Animancer.Animator.bodyRotation = _BodyTarget.rotation;
_LookTarget.UpdateAnimatorIK(_Animancer.Animator);
for (int i = 0; i < _IKTargets.Length; i++)
{
_IKTargets[i].UpdateAnimatorIK(_Animancer.Animator);
}
}
/************************************************************************************************************************/
}
}