959e80cf72
assets upload description.
584 lines
17 KiB
C#
584 lines
17 KiB
C#
///////////////////////////////////////////////////////////////////////////
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// IK Helper Tool 1.1 - Core Script / MonoBehaviour //
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// Kevin Iglesias - https://www.keviniglesias.com/ //
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// Contact Support: support@keviniglesias.com //
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// Documentation: //
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// https://www.keviniglesias.com/assets/IKHelperTool/Documentation.pdf //
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///////////////////////////////////////////////////////////////////////////
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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namespace KevinIglesias {
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[RequireComponent(typeof(Animator))]
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public class IKHelperTool : MonoBehaviour {
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[HideInInspector]
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public Animator animator;
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public List<StateIK> stateIKs;
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public bool playing = false;
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public bool editingIK = false;
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public float animatorSpeed = 0f;
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public int[] previousIK = new int[4];
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///INITIALIZE
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void Awake()
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{
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animator = GetComponent<Animator>();
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//Check humanoid avatar animator
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if(!animator.isHuman)
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{
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Debug.Log("Warning: Animator Avatar is not Human. IK Helper Tool may not work properly.");
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}
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editingIK = false;
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if(stateIKs == null)
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{
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stateIKs = new List<StateIK>();
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}
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previousIK = new int[4] {-1, -1, -1, -1};
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for(int i = 0; i < stateIKs.Count; i++)
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{
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for(int j = 0; j < stateIKs[i].IKs.Count; j++)
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{
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if(stateIKs[i].IKs[j].iKAttachment != null)
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{
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stateIKs[i].IKs[j].initPos = stateIKs[i].IKs[j].iKAttachment.localPosition;
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stateIKs[i].IKs[j].initRot = stateIKs[i].IKs[j].iKAttachment.localRotation;
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}
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}
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}
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}
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///IK FUNCTIONS
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//Start playing IK (Single)
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public void StartSingleIK(int id, IKType goal, bool smooth, float speed)
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{
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if(!CheckAvailability(id))
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{
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return;
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}
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if(stateIKs[id].isActive)
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{
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return;
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}
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StateIK state = null;
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if(previousIK[(int)goal] > -1 && previousIK[(int)goal] != id)
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{//Used when switching between IK States
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if(smooth)
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{
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state = stateIKs[previousIK[(int)goal]];
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StopIK(previousIK[(int)goal]);
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previousIK[(int)goal] = id;
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state.stateCoroutine = SmoothStateIKChange(stateIKs[id], state, speed, goal);
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StartCoroutine(state.stateCoroutine);
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}
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}else{
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//Used by default
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previousIK[(int)goal] = id;
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state = stateIKs[id];
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state.isActive = true;
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state.activeAttachment = 0;
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state.iKGoal = goal;
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if(smooth)
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{
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state.IKs[0].weight = 0;
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}else{
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state.IKs[0].weight = 1;
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}
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StopIK(id);
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state.stateCoroutine = PerformSingleIK(id, state.IKs[state.activeAttachment], 0, smooth, speed);
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StartCoroutine(state.stateCoroutine);
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}
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}
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//Perform IK (Single)
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IEnumerator PerformSingleIK(int id, IKAttachment ik, float delay, bool smooth, float speed)
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{
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if(delay > 0)
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{
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yield return new WaitForSeconds(delay);
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}
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float initialWeight = 0;
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float finalWeight = 1;
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playing = true;
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ik.iKAttachment.localPosition = ik.initPos;
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ik.iKAttachment.localRotation = ik.initRot;
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if(smooth)
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{
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float i = 0;
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while(i < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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i += Time.deltaTime/speed;
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ik.weight = Mathf.Lerp(initialWeight, finalWeight, i);
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yield return 0;
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}
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}
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}
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//Perform smooth state IK change (Single)
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IEnumerator SmoothStateIKChange(StateIK nextState, StateIK previousState, float speed, IKType goal)
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{
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previousState.IKs[0].iKAttachment.localPosition = previousState.IKs[0].initPos;
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previousState.IKs[0].iKAttachment.localRotation = previousState.IKs[0].initRot;
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previousState.IKs[0].weight = 1;
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Vector3 endPos = nextState.IKs[0].iKAttachment.localPosition;
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Quaternion endRot = nextState.IKs[0].iKAttachment.localRotation;
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float i = 0;
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while(i < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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i += Time.deltaTime/speed;
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previousState.IKs[0].iKAttachment.localPosition = Vector3.Lerp(previousState.IKs[0].initPos, endPos, i);
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previousState.IKs[0].iKAttachment.localRotation = Quaternion.Lerp(previousState.IKs[0].initRot, endRot, i);
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yield return 0;
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}
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playing = true;
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nextState.isActive = true;
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nextState.activeAttachment = 0;
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nextState.iKGoal = goal;
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nextState.IKs[0].weight = 1;
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previousState.isActive = false;
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previousState.IKs[0].iKAttachment.localPosition = previousState.IKs[0].initPos;
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previousState.IKs[0].iKAttachment.localRotation = previousState.IKs[0].initRot;
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}
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//Perform IK clear
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IEnumerator PerformIKClear(int id, IKAttachment ik, float delay, bool smooth, float speed)
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{
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if(delay > 0)
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{
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yield return new WaitForSeconds(delay);
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}
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float initialWeight = 1;
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float finalWeight = 0;
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ik.iKAttachment.localPosition = ik.initPos;
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ik.iKAttachment.localRotation = ik.initRot;
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if(smooth)
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{
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float i = 0;
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while(i < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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i += Time.deltaTime/speed;
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ik.weight = Mathf.Lerp(initialWeight, finalWeight, i);
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yield return 0;
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}
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}
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stateIKs[id].isActive = false;
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}
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//Start playing IK (Sequence)
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public void StartSequence(int id, IKType goal, List<IKSequence> iKSequence, bool smoothEntry, bool isLoop)
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{
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if(!CheckAvailability(id))
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{
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return;
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}
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StateIK state = stateIKs[id];
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state.activeAttachment = 0;
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state.iKGoal = goal;
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if(smoothEntry)
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{
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state.IKs[0].weight = 0;
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}else{
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state.IKs[0].weight = 1;
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}
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StopIK(id);
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state.isActive = true;
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state.stateCoroutine = PerformSequence(id, iKSequence, smoothEntry, isLoop, 0);
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StartCoroutine(state.stateCoroutine);
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}
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//Perform IK (Sequence)
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IEnumerator PerformSequence(int id, List<IKSequence> iKSequence, bool smoothEntry, bool isLoop, int counts)
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{
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playing = true;
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int activeAttachment = 0;
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IKAttachment ik = stateIKs[id].IKs[activeAttachment];
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ik.iKAttachment.localPosition = ik.initPos;
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ik.iKAttachment.localRotation = ik.initRot;
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if(!iKSequence[0].useDefault)
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{
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if(smoothEntry && counts == 0)
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{
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float i = 0;
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while(i < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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i += Time.deltaTime/iKSequence[activeAttachment].speed;
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ik.weight = Mathf.Lerp(0, 1, i);
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yield return 0;
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}
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}
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ik.weight = 1;
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}else{
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if(smoothEntry && counts == 0)
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{
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float i = 0;
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while(i < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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i += Time.deltaTime/iKSequence[activeAttachment].speed;
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ik.weight = Mathf.Lerp(1, 0, i);
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yield return 0;
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}
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}
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ik.weight = 0;
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}
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Vector3 endPos = Vector3.zero;
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Quaternion endRot = Quaternion.identity;
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for(int j = 1; j < iKSequence.Count; j++)
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{
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if(stateIKs[id].IKs.Count <= iKSequence[j].attachment)
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{
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Debug.Log("No IK attachments with ID:"+(iKSequence[j].attachment.ToString("00"))+" found in State IK: "+stateIKs[id].iKName+" - "+this.gameObject.name);
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break;
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}
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if(stateIKs[id].IKs[iKSequence[j].attachment].iKAttachment == null )
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{
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Debug.Log("Missing attachment Transform with ID:"+(iKSequence[j].attachment.ToString("00"))+" found in State IK: "+stateIKs[id].iKName+" - "+this.gameObject.name);
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break;
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}
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if(counts == 0)
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{
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if(j == 1)
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{
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yield return new WaitForSeconds(iKSequence[j].time-iKSequence[0].speed);
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}else{
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yield return new WaitForSeconds(iKSequence[j].time);
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}
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}else{
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yield return new WaitForSeconds(iKSequence[j].time);
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}
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if(ik.weight == 0)
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{//Follow default animation without IK (first IK Attachment)
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activeAttachment = iKSequence[j].attachment;
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stateIKs[id].activeAttachment = activeAttachment;
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ik = stateIKs[id].IKs[activeAttachment];
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ik.weight = 0;
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float h = 0;
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while(h < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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h += Time.deltaTime/iKSequence[activeAttachment].speed;
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ik.weight = Mathf.Lerp(0, 1, h);
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yield return 0;
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}
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}else{
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if(!iKSequence[j].useDefault)
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{//To next Transform IK attachment
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IKAttachment previousIKAttachment = ik;
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endPos = stateIKs[id].IKs[iKSequence[j].attachment].iKAttachment.localPosition;
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endRot = stateIKs[id].IKs[iKSequence[j].attachment].iKAttachment.localRotation;
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float k = 0;
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while(k < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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k += Time.deltaTime/iKSequence[j].speed;
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ik.iKAttachment.localPosition = Vector3.Lerp(ik.initPos, endPos, k);
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ik.iKAttachment.localRotation = Quaternion.Lerp(ik.initRot, endRot, k);
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yield return 0;
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}
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activeAttachment = iKSequence[j].attachment;
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stateIKs[id].activeAttachment = activeAttachment;
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ik = stateIKs[id].IKs[activeAttachment];
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ik.weight = 1;
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previousIKAttachment.iKAttachment.localPosition = previousIKAttachment.initPos;
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previousIKAttachment.iKAttachment.localRotation = previousIKAttachment.initRot;
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}else{
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//Follow default animation without IK
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ik.weight = 1;
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float h = 0;
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while(h < 1)
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{
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while(animator.speed == 0)
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{
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yield return 0;
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}
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h += Time.deltaTime/iKSequence[j].speed;
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ik.weight = Mathf.Lerp(1, 0, h);
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yield return 0;
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}
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}
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}
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}
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if(isLoop)
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{
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AnimatorStateInfo animationState = animator.GetCurrentAnimatorStateInfo(0);
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AnimatorClipInfo[] animClip = animator.GetCurrentAnimatorClipInfo(0);
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float animationTime = animationState.normalizedTime-(1*counts);
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if(animationTime < 1)
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{
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while(animationTime < 1)
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{
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animationState = animator.GetCurrentAnimatorStateInfo(0);
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animClip = animator.GetCurrentAnimatorClipInfo(0);
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animationTime = animationState.normalizedTime-(1*counts);
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yield return 0;
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}
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}
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counts++;
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stateIKs[id].isActive = true;
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stateIKs[id].stateCoroutine = PerformSequence(id, iKSequence, smoothEntry, isLoop, counts);
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StartCoroutine(stateIKs[id].stateCoroutine);
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}
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}
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//Stop playing IK
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public void StopIK(int id)
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{
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if(!CheckAvailability(id))
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{
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return;
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}
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if(stateIKs[id].stateCoroutine != null)
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{
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StopCoroutine(stateIKs[id].stateCoroutine);
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}
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}
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//Clear current active IK
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public void ClearIK(bool clearAll, int id, float delay, bool smooth, float speed)
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{
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if(clearAll)
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{
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for(int i = 0; i < stateIKs.Count; i++)
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{
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if(!CheckAvailability(i))
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{
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return;
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}
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StopIK(i);
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stateIKs[i].stateCoroutine = PerformIKClear(i, stateIKs[i].IKs[stateIKs[i].activeAttachment], delay, smooth, speed);
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StartCoroutine(stateIKs[i].stateCoroutine);
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}
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playing = false;
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}else{
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if(!CheckAvailability(id))
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{
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return;
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}
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StopIK(id);
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stateIKs[id].stateCoroutine = PerformIKClear(id, stateIKs[id].IKs[stateIKs[id].activeAttachment], delay, smooth, speed);
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StartCoroutine(stateIKs[id].stateCoroutine);
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}
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}
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///CORE FUNCTIONS
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void OnAnimatorIK(int layerIndex){
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if(playing)
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{
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for(int i = 0; i < stateIKs.Count; i++)
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{
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if(stateIKs[i].isActive)
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{
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SetIK(stateIKs[i].iKGoal, stateIKs[i].IKs[stateIKs[i].activeAttachment]);
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}
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}
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}
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}
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void SetIK(IKType type, IKAttachment ik)
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{
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Vector3 finalPos = ik.iKAttachment.position;
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Quaternion finalRot = ik.iKAttachment.rotation;
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switch(type)
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{
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case IKType.RightHand:
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if(ik.useLocation)
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{
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animator.SetIKPositionWeight(AvatarIKGoal.RightHand, ik.weight);
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animator.SetIKPosition(AvatarIKGoal.RightHand, finalPos);
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}
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if(ik.useRotation)
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{
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animator.SetIKRotationWeight(AvatarIKGoal.RightHand, ik.weight);
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animator.SetIKRotation(AvatarIKGoal.RightHand, finalRot);
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}
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break;
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case IKType.LeftHand:
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if(ik.useLocation)
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{
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animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, ik.weight);
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animator.SetIKPosition(AvatarIKGoal.LeftHand, finalPos);
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}
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if(ik.useRotation)
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{
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animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, ik.weight);
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animator.SetIKRotation(AvatarIKGoal.LeftHand, finalRot);
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}
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break;
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case IKType.RightFoot:
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if(ik.useLocation)
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{
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animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, ik.weight);
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animator.SetIKPosition(AvatarIKGoal.RightFoot, finalPos);
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}
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if(ik.useRotation)
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{
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animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, ik.weight);
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animator.SetIKRotation(AvatarIKGoal.RightFoot, finalRot);
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}
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break;
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case IKType.LeftFoot:
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if(ik.useLocation)
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{
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animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, ik.weight);
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animator.SetIKPosition(AvatarIKGoal.LeftFoot, finalPos);
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}
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if(ik.useRotation)
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{
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animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, ik.weight);
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animator.SetIKRotation(AvatarIKGoal.LeftFoot, finalRot);
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}
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break;
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}
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}
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///MISC FUNCTIONS
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bool CheckAvailability(int id)
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{
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if(stateIKs == null || stateIKs.Count <= 0)
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{
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Debug.Log("No State IKs found in "+this.gameObject.name);
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return false;
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}
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if(stateIKs.Count <= id)
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{
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Debug.Log("No State IK with ID:"+(id.ToString("00"))+" found in "+this.gameObject.name);
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return false;
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}
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if(stateIKs[id].IKs == null || stateIKs[id].IKs.Count <= 0)
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|
{
|
|
Debug.Log("No IK attachments found in State IK: "+stateIKs[id].iKName+" - "+this.gameObject.name);
|
|
return false;
|
|
}
|
|
|
|
if(stateIKs[id].IKs[0].iKAttachment == null)
|
|
{
|
|
Debug.Log("IK attachment Transform missing in State IK: "+stateIKs[id].iKName+" - "+this.gameObject.name);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|