60 lines
2.5 KiB
C#
60 lines
2.5 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Samples.InverseKinematics
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{
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/// <summary>Records the positions and rotations of a set of objects so they can be returned later on.</summary>
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///
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/// <remarks>
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/// <strong>Sample:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/ik/puppet">
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/// Puppet</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.InverseKinematics/TransformResetter
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Inverse Kinematics - Transform Resetter")]
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[AnimancerHelpUrl(typeof(TransformResetter))]
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public class TransformResetter : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private Transform[] _Transforms;
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private Vector3[] _StartingPositions;
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private Quaternion[] _StartingRotations;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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int count = _Transforms.Length;
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_StartingPositions = new Vector3[count];
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_StartingRotations = new Quaternion[count];
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for (int i = 0; i < count; i++)
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{
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Transform transform = _Transforms[i];
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_StartingPositions[i] = transform.localPosition;
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_StartingRotations[i] = transform.localRotation;
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}
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}
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/************************************************************************************************************************/
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// Called by a UI Button.
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// This method is not called Reset because that is a MonoBehaviour message (like Awake).
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// That would cause Unity to call it in Edit Mode when we first add this component.
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// And since the _StartingPositions would be null it would throw a NullReferenceException.
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public void ReturnToStartingValues()
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{
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for (int i = 0; i < _Transforms.Length; i++)
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_Transforms[i].SetLocalPositionAndRotation(_StartingPositions[i], _StartingRotations[i]);
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}
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/************************************************************************************************************************/
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}
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}
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