You can add this class next to a WeaponIK component (so usually on a Character's Animator), and it'll let you disable IK and optionally reparent the WeaponAttachment during certain animations.
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| virtual void | Start () |
| | On Start we initialize our component.
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| virtual void | Initialization () |
| | Grabs animator, weaponIK, hashes the animation parameter names, and stores initial positions.
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| virtual void | OnAnimatorIK (int layerIndex) |
| | On animator IK, we turn IK on or off if needed.
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| virtual void | PreventIK (bool status) |
| | Enables or disables IK.
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| virtual void | EnableWeaponAim (bool status) |
| | Enables or disables weapon aim based on the specified status.
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You can add this class next to a WeaponIK component (so usually on a Character's Animator), and it'll let you disable IK and optionally reparent the WeaponAttachment during certain animations.
◆ EnableWeaponAim()
| virtual void MoreMountains.TopDownEngine.WeaponIKDisabler.EnableWeaponAim |
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bool | status | ) |
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protectedvirtual |
Enables or disables weapon aim based on the specified status.
- Parameters
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◆ Initialization()
| virtual void MoreMountains.TopDownEngine.WeaponIKDisabler.Initialization |
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| ) |
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protectedvirtual |
Grabs animator, weaponIK, hashes the animation parameter names, and stores initial positions.
◆ OnAnimatorIK()
| virtual void MoreMountains.TopDownEngine.WeaponIKDisabler.OnAnimatorIK |
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int | layerIndex | ) |
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protectedvirtual |
On animator IK, we turn IK on or off if needed.
- Parameters
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◆ PreventIK()
| virtual void MoreMountains.TopDownEngine.WeaponIKDisabler.PreventIK |
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bool | status | ) |
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protectedvirtual |
Enables or disables IK.
- Parameters
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◆ Start()
| virtual void MoreMountains.TopDownEngine.WeaponIKDisabler.Start |
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| ) |
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protectedvirtual |
On Start we initialize our component.
◆ _animationParametersHashes
| List<int> MoreMountains.TopDownEngine.WeaponIKDisabler._animationParametersHashes |
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protected |
◆ _animator
| Animator MoreMountains.TopDownEngine.WeaponIKDisabler._animator |
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protected |
◆ _initialLocalPosition
| Vector3 MoreMountains.TopDownEngine.WeaponIKDisabler._initialLocalPosition |
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protected |
◆ _initialLocalScale
| Vector3 MoreMountains.TopDownEngine.WeaponIKDisabler._initialLocalScale |
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protected |
◆ _initialParent
| Transform MoreMountains.TopDownEngine.WeaponIKDisabler._initialParent |
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protected |
◆ _initialRotation
| Quaternion MoreMountains.TopDownEngine.WeaponIKDisabler._initialRotation |
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protected |
◆ _shouldSetIKLast
| bool MoreMountains.TopDownEngine.WeaponIKDisabler._shouldSetIKLast = true |
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protected |
◆ _weaponAim
| WeaponAim MoreMountains.TopDownEngine.WeaponIKDisabler._weaponAim |
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protected |
◆ _weaponIK
| WeaponIK MoreMountains.TopDownEngine.WeaponIKDisabler._weaponIK |
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protected |
◆ AnimationParametersPreventingIK
| List<string> MoreMountains.TopDownEngine.WeaponIKDisabler.AnimationParametersPreventingIK |
a list of animation parameter names which, if true, should cause IK to be disabled
◆ ControlWeaponAim
| bool MoreMountains.TopDownEngine.WeaponIKDisabler.ControlWeaponAim = false |
whether or not to disable weapon aim when disabling IK
◆ FollowParentPosition
| bool MoreMountains.TopDownEngine.WeaponIKDisabler.FollowParentPosition = false |
whether or not to match parent position when disabling IK
◆ WeaponAttachment
| Transform MoreMountains.TopDownEngine.WeaponIKDisabler.WeaponAttachment |
the WeaponAttachment transform to reparent
◆ WeaponAttachmentParentNoIK
| Transform MoreMountains.TopDownEngine.WeaponIKDisabler.WeaponAttachmentParentNoIK |
the transform the WeaponAttachment will be reparented to when certain animation parameters are true
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/Weapons/WeaponIKDisabler.cs