Roman aa6e1ebe90 任务:创建项目,引入部分将会用到的插件和包
1.引入URP
2.引入InputSystem
3.引入Fungus
4.引入DoTween
5.引入CinemaMachine
6.引入BehaviorTree
7.引入BehaviorTree动作包
8.配置了渲染管线资源

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2021-11-21 15:14:51 +08:00

58 lines
2.0 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator
{
[TaskCategory("Unity/Animator")]
[TaskDescription("Sets the look at weight. Returns success immediately after.")]
public class SetLookAtWeight : Action
{
[Tooltip("(0-1) the global weight of the LookAt, multiplier for other parameters.")]
public SharedFloat weight;
[Tooltip("(0-1) determines how much the body is involved in the LookAt.")]
public float bodyWeight;
[Tooltip("(0-1) determines how much the head is involved in the LookAt.")]
public float headWeight = 1;
[Tooltip("(0-1) determines how much the eyes are involved in the LookAt.")]
public float eyesWeight;
[Tooltip("(0-1) 0.0 means the character is completely unrestrained in motion, 1.0 means he's completely clamped " +
"(look at becomes impossible), and 0.5 means he'll be able to move on half of the possible range (180 degrees).")]
public float clampWeight = 0.5f;
private Animator animator;
private bool weightSet;
public override void OnStart()
{
animator = GetComponent<Animator>();
weightSet = false;
}
public override TaskStatus OnUpdate()
{
if (animator == null) {
Debug.LogWarning("Animator is null");
return TaskStatus.Failure;
}
return weightSet ? TaskStatus.Success : TaskStatus.Running;
}
public override void OnAnimatorIK()
{
if (animator == null) {
return;
}
animator.SetLookAtWeight(weight.Value, bodyWeight, headWeight, eyesWeight, clampWeight);
weightSet = true;
}
public override void OnReset()
{
weight = 0;
bodyWeight = 0;
headWeight = 1;
eyesWeight = 0;
clampWeight = 0.5f;
}
}
}