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ダイナミックボーン 一括制御するやつ
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using System.Linq; | |
using UnityEngine; | |
public class DBController : MonoBehaviour | |
{ | |
public Transform[] Bones; | |
[Range(0f, 1f)] public float Damping, Elasticity, Stiffness, Inert; | |
public float Radius; | |
public AnimationCurve DanpingDistrib, ElasticityDistrib, StiffnessDistrib, InertDistrib, RadiusDistrib; | |
// Use this for initialization | |
void Reset() | |
{ | |
var db = GetComponent<DynamicBone>(); | |
if (!db) return; | |
Damping = db.m_Damping; | |
Elasticity = db.m_Elasticity; | |
Stiffness = db.m_Stiffness; | |
Inert = db.m_Inert; | |
Radius = db.m_Radius; | |
DanpingDistrib = db.m_DampingDistrib; | |
ElasticityDistrib = db.m_ElasticityDistrib; | |
StiffnessDistrib = db.m_StiffnessDistrib; | |
InertDistrib = db.m_InertDistrib; | |
RadiusDistrib = db.m_RadiusDistrib; | |
} | |
void OnValidate() { | |
var dbs = GetComponents<DynamicBone>(); | |
// アタッチされていないボーンがあれば追加 | |
var attachedBones = dbs.Select(db => db.m_Root); | |
var unAttachedBones = Bones.Except(attachedBones).ToArray(); | |
foreach (var bone in unAttachedBones) | |
{ | |
if (bone == null) break; | |
var db = gameObject.AddComponent<DynamicBone>(); | |
db.m_Root = bone; | |
db.m_DistantDisable = true; | |
} | |
// 追加した場合コンポーネントをリロード | |
if (unAttachedBones.Length > 0) | |
{ | |
dbs = GetComponents<DynamicBone>(); | |
} | |
foreach (var dynamicBone in dbs) | |
{ | |
dynamicBone.m_Damping = Damping; | |
dynamicBone.m_Elasticity = Elasticity; | |
dynamicBone.m_Stiffness = Stiffness; | |
dynamicBone.m_Inert = Inert; | |
dynamicBone.m_Radius = Radius; | |
dynamicBone.m_DampingDistrib = DanpingDistrib; | |
dynamicBone.m_ElasticityDistrib = ElasticityDistrib; | |
dynamicBone.m_StiffnessDistrib = StiffnessDistrib; | |
dynamicBone.m_InertDistrib = InertDistrib; | |
dynamicBone.m_RadiusDistrib = RadiusDistrib; | |
} | |
} | |
} |
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