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75 lines
2.5 KiB
C#

using MalbersAnimations.Scriptables;
using UnityEngine;
namespace MalbersAnimations.Utilities
{
[AddComponentMenu("Malbers/Utilities/Transform/Humanoid Parent")]
public class HumanoidParent : MonoBehaviour
{
public Animator animator;
[SearcheableEnum]
[Tooltip("Which bone will be the parent of this gameobject")]
public HumanBodyBones parent = HumanBodyBones.Spine;
[Tooltip("Reset the Local Position of this gameobject when parented")]
public BoolReference LocalPos;
[Tooltip("Reset the Local Rotation of this gameobject when parented")]
public BoolReference LocalRot;
[Tooltip("Additional Local Position Offset to add after the gameobject is parented")]
public Vector3Reference PosOffset;
[Tooltip("Additional Local Rotation Offset to add after the gameobject is parented")]
public Vector3Reference RotOffset;
private void Awake()
{
Align();
}
private void Align()
{
if (animator != null)
{
var boneParent = animator.GetBoneTransform(parent);
if (boneParent != null && transform.parent != boneParent)
{
transform.parent = boneParent;
if (LocalPos.Value) transform.localPosition = Vector3.zero;
if (LocalRot.Value) transform.localRotation = Quaternion.identity;
transform.localPosition += PosOffset;
transform.localRotation *= Quaternion.Euler(RotOffset);
}
}
}
[ContextMenu("Try Align")]
private void TryAlign()
{
if (animator != null)
{
var boneParent = animator.GetBoneTransform(parent);
if (boneParent != null && transform.parent != boneParent)
{
// transform.parent = boneParent;
if (LocalPos.Value) transform.position = boneParent.position;
if (LocalRot.Value) transform.localRotation = boneParent.rotation;
transform.localPosition += PosOffset;
transform.localRotation *= Quaternion.Euler(RotOffset);
}
}
if (!Application.isPlaying)
MTools.SetDirty(this);
}
private void OnValidate()
{
if (animator == null) animator = gameObject.FindComponent<Animator>();
}
}
}