RigBone.cs 1.85 KB
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RigBone
{
    public GameObject gameObject;
    public HumanBodyBones bone;
    public bool isValid;
    public Transform transform
    {
        get { return animator.GetBoneTransform(bone); }
    }
    Animator animator;
    Quaternion savedValue;
    public RigBone(GameObject g, HumanBodyBones b)
    {
        gameObject = g;
        bone = b;
        isValid = false;
        animator = gameObject.GetComponent<Animator>();
        if (animator == null)
        {
            Debug.Log("no Animator Component");
            return;
        }
        Avatar avatar = animator.avatar;
        if (avatar == null || !avatar.isHuman || !avatar.isValid)
        {
            Debug.Log("Avatar is not Humanoid or it is not valid");
            return;
        }
        isValid = true;
        savedValue = animator.GetBoneTransform(bone).localRotation;
    }
    public void set(float a, float x, float y, float z)
    {
        set(Quaternion.AngleAxis(a, new Vector3(x, y, z)));
    }
    public void set(Quaternion q)
    {
        animator.GetBoneTransform(bone).localRotation = q;
        savedValue = q;
    }
    public void mul(float a, float x, float y, float z)
    {
        mul(Quaternion.AngleAxis(a, new Vector3(x, y, z)));
    }
    public void mul(Quaternion q)
    {
        Transform tr = animator.GetBoneTransform(bone);
        tr.localRotation = q * tr.localRotation;
    }
    public void offset(float a, float x, float y, float z)
    {
        offset(Quaternion.AngleAxis(a, new Vector3(x, y, z)));
    }
    public void offset(Quaternion q)
    {
        animator.GetBoneTransform(bone).localRotation = q * savedValue;
    }
    public void changeBone(HumanBodyBones b)
    {
        bone = b;
        savedValue = animator.GetBoneTransform(bone).localRotation;
    }
}