Firstborn/Assets/Scripts/RandomLook.cs
Schaken-Mods 5557c03691 Made lockpicking for doors
Finished making lockpicking for doors. Next I will make one for chests with a different type of lock, also increase skill points when successfully picked a lock.
2023-04-29 23:04:18 -05:00

229 lines
6.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomLook : MonoBehaviour {
public Transform[] eyeballJoints;
public SkinnedMeshRenderer headMesh;
public SkinnedMeshRenderer Lashes;
public string blinkBlendShapeName;
[Tooltip("Eyes look target. Leave blank for random")]
public Transform lookTarget;
public bool randomLook = true;
public bool eyesTrackTarget = false;
public bool randomBlink = true;
[Header("\tLook Settings")]
[Tooltip("Average time between changing random look direction (s)")]
[Range(0.5f, 10.0f)]
public float changeLookPeriod = 3f;
[Tooltip("Maximum random look direction angle (degrees, < 90)")]
[Range(0f, 70.0f)]
public float randomLookMaxAngle = 20f;
[Tooltip("Cutoff angle for eye tracking (degrees, < 90)")]
[Range(0f, 70.0f)]
public float eyeTrackMaxAngle = 10f;
[Header("\tBlink Settings")]
[Tooltip("Average blink time (s)")]
[Range(0.5f, 10.0f)]
public float blinkPeriod = 3f;
[Tooltip("Blink speed")]
[Range(0.0f, 1.0f)]
public float blinkSpeed = 0.7f;
[Tooltip("Blink hold closed time")]
[Range(0.0f, 0.2f)]
public float blinkHoldTime = 0.03f;
[Tooltip("Blink closed amount")]
[Range(0.0f, 1.0f)]
public float blinkClosedLimit = 1f;
[Tooltip("Blink open amount")]
[Range(0.0f, 1.0f)]
public float blinkOpenLimit = 0f;
public Vector3 lookAngleOffset = Vector3.zero;
public Vector3 eyesForwardVector = Vector3.forward;
int blinkBSindex = -1;
float lastBlinkTime = 0;
float lastLookChangeTime = 0;
float blinkPeriodRandom = 0;
float lookChangePeriodRandom = 0;
[Header("\tControlled by script. Leave false")]
public bool blinking = false;
Quaternion[] EyeballStartDirection = new Quaternion[2];
GameObject RandomLookTarget;
GameObject EyesCenterObject;
Transform randomLookTarget;
Coroutine blinkBlendRoutine;
Mesh m;
// Use this for initialization
void Start () {
if (eyeballJoints.Length == 0)
{
randomLook = false;
eyesTrackTarget = false;
}
else if (eyeballJoints[0] == null | eyeballJoints[1] == null)
{
randomLook = false;
eyesTrackTarget = false;
}
else
{
StartCoroutine(GetStartAngles());
if (!randomLook & (lookTarget != null))
eyesTrackTarget = true;
else if (randomLook)
{
InitializeRandomLook();
}
else
{
eyesTrackTarget = false;
}
}
if (!string.IsNullOrEmpty(blinkBlendShapeName)){
m = headMesh.sharedMesh;
for (int i = 0; i < m.blendShapeCount; i++)
{
string s = m.GetBlendShapeName(i);
if (m.GetBlendShapeName(i) == blinkBlendShapeName)
{
blinkBSindex = i;
break;
}
}
if (blinkBSindex == -1)
{
print("Warning: blink blendshape " + blinkBlendShapeName + " not found");
randomBlink = false;
}
}
lastBlinkTime = 0;
blinkPeriodRandom = (Random.Range(0f, 10f) - 5f) / 5f;
if (blinkClosedLimit < blinkOpenLimit)
blinkClosedLimit = blinkOpenLimit;
}
// Update is called once per frame
void FixedUpdate () {
if (randomBlink & ((Time.time - (lastBlinkTime+blinkPeriodRandom)) > blinkPeriod))
{
StartBlink();
lastBlinkTime = Time.time;
blinkPeriodRandom = (Random.Range(0f, 10f) - 5f) / 5f;
}
if ((randomLook) & ((Time.time - (lastLookChangeTime + lookChangePeriodRandom)) > changeLookPeriod))
{
StartRandomLook();
lastLookChangeTime = Time.time;
lookChangePeriodRandom = (Random.Range(0f, 10f) - 5f) / 5f;
}
else if (eyesTrackTarget)
{
eyeballJoints[0].LookAt(lookTarget);
eyeballJoints[0].Rotate(lookAngleOffset);
eyeballJoints[1].localRotation = eyeballJoints[0].localRotation;
float difference = Quaternion.Angle(eyeballJoints[0].localRotation*Quaternion.Euler(lookAngleOffset), EyeballStartDirection[0]);
if (difference > eyeTrackMaxAngle)
{
eyeballJoints[0].localRotation = Quaternion.Lerp(EyeballStartDirection[0], eyeballJoints[0].localRotation, eyeTrackMaxAngle / difference);
eyeballJoints[1].localRotation = eyeballJoints[0].localRotation;
}
}
}
public void StartRandomLook()
{
// Set new random look target position
if (randomLookTarget == null)
InitializeRandomLook();
float randomTargetDistance = 1f;
float randomTheta = Random.Range(-randomLookMaxAngle, randomLookMaxAngle) * Mathf.PI / 180f;
float randomPhi = Random.Range(-randomLookMaxAngle, randomLookMaxAngle) * Mathf.PI / 180f;
randomLookTarget.localPosition = new Vector3(randomTargetDistance / Mathf.Tan( Mathf.PI / 2 - randomTheta ), randomTargetDistance / Mathf.Tan(Mathf.PI / 2 - randomPhi), randomTargetDistance);
eyeballJoints[0].LookAt(randomLookTarget);
eyeballJoints[0].Rotate(lookAngleOffset);
eyeballJoints[1].localRotation = eyeballJoints[0].localRotation;
}
void InitializeRandomLook()
{
eyesTrackTarget = false;
EyesCenterObject = new GameObject("EyesCenter");
EyesCenterObject.transform.position = (eyeballJoints[0].position + eyeballJoints[1].position) / 2;
EyesCenterObject.transform.forward = eyesForwardVector;
EyesCenterObject.transform.parent = eyeballJoints[0].parent;
RandomLookTarget = new GameObject("RandomLookTarget");
randomLookTarget = RandomLookTarget.transform;
randomLookTarget.SetParent(EyesCenterObject.transform, true);
}
public void StartBlink()
{
if (!blinking)
{
blinkBlendRoutine = StartCoroutine(BlinkBlend());
}
}
IEnumerator BlinkBlend()
{
// Start blink animation
blinking = true;
float dt = Time.deltaTime;
int steps = Mathf.RoundToInt((0.1f / (blinkSpeed*3 + 0.01f)) / dt * (blinkClosedLimit - blinkOpenLimit));
headMesh.SetBlendShapeWeight(blinkBSindex, 0);
Lashes.SetBlendShapeWeight(blinkBSindex, 0);
for (int i=0; i<steps; i++)
{
float amount = (float)i / (float)steps * 100f;
headMesh.SetBlendShapeWeight(blinkBSindex, amount);
Lashes.SetBlendShapeWeight(blinkBSindex, amount);
if (i%2==0)
yield return new WaitForSeconds(dt);
}
headMesh.SetBlendShapeWeight(blinkBSindex, blinkClosedLimit*100);
Lashes.SetBlendShapeWeight(blinkBSindex, blinkClosedLimit*100);
yield return new WaitForSeconds(blinkHoldTime);
for (int i = 0; i < steps; i++)
{
float amount = (float)i / (float)steps * 100f;
headMesh.SetBlendShapeWeight(blinkBSindex, blinkClosedLimit*100 - amount);
Lashes.SetBlendShapeWeight(blinkBSindex, blinkClosedLimit*100 - amount);
if (i%2==0)
yield return new WaitForSeconds(dt);
}
headMesh.SetBlendShapeWeight(blinkBSindex, 0);
Lashes.SetBlendShapeWeight(blinkBSindex, 0);
blinking = false;
}
IEnumerator GetStartAngles()
{
yield return new WaitForSeconds(.3f);
EyeballStartDirection[0] = eyeballJoints[0].localRotation;
EyeballStartDirection[1] = eyeballJoints[1].localRotation;
}
}