2025-05-09 15:40:34 +08:00

66 lines
3.0 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
// Compare to the original script: https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Samples/Scripts/TwoBoneIK/TwoBoneIK.cs
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Samples.Jobs
{
/// <summary>
/// An sample of how to use Animation Jobs in Animancer to apply simple two bone Inverse Kinematics,
/// even to Generic Rigs which are not supported by Unity's inbuilt IK system.
/// </summary>
///
/// <remarks>
/// This sample is based on Unity's
/// <see href="https://github.com/Unity-Technologies/animation-jobs-samples">Animation Jobs Samples</see>.
/// <para></para>
/// This script sets up the job in place of
/// <see href="https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Samples/Scripts/TwoBoneIK/TwoBoneIK.cs">
/// TwoBoneIK.cs</see>.
/// <para></para>
/// The <see cref="TwoBoneIKJob"/> script is almost identical to the original
/// <see href="https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Runtime/AnimationJobs/TwoBoneIKJob.cs">
/// TwoBoneIKJob.cs</see>.
/// <para></para>
/// The <see href="https://learn.unity.com/tutorial/working-with-animation-rigging">Animation Rigging</see> package
/// has an IK system which is much better than this sample.
/// <para></para>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/jobs/two-bone-ik">
/// Two Bone IK</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Jobs/TwoBoneIK
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Jobs - Two Bone IK")]
[AnimancerHelpUrl(typeof(TwoBoneIK))]
public class TwoBoneIK : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private Transform _EndBone;
[SerializeField] private Transform _Target;
/************************************************************************************************************************/
protected virtual void Awake()
{
// Get the bones we want to affect.
Transform midBone = _EndBone.parent;
Transform topBone = midBone.parent;
// Create the job and setup its details.
TwoBoneIKJob twoBoneIKJob = new();
twoBoneIKJob.Setup(_Animancer.Animator, topBone, midBone, _EndBone, _Target);
// Add it to Animancer's output.
_Animancer.Graph.InsertOutputJob(twoBoneIKJob);
}
/************************************************************************************************************************/
}
}