SkeletonUtilityEyeConstraint.cs 1.5 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint
  4. {
  5. public Transform[] eyes;
  6. public float radius = 0.5f;
  7. public Transform target;
  8. public Vector3 targetPosition;
  9. public float speed = 10;
  10. Vector3[] origins;
  11. Vector3 centerPoint;
  12. protected override void OnEnable()
  13. {
  14. if (!Application.isPlaying)
  15. return;
  16. base.OnEnable();
  17. Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
  18. origins = new Vector3[eyes.Length];
  19. for (int i = 0; i < eyes.Length; i++)
  20. {
  21. origins[i] = eyes[i].localPosition;
  22. centerBounds.Encapsulate(origins[i]);
  23. }
  24. centerPoint = centerBounds.center;
  25. }
  26. protected override void OnDisable()
  27. {
  28. if (!Application.isPlaying)
  29. return;
  30. base.OnDisable();
  31. }
  32. public override void DoUpdate()
  33. {
  34. if (target != null)
  35. targetPosition = target.position;
  36. Vector3 goal = targetPosition;
  37. Vector3 center = transform.TransformPoint(centerPoint);
  38. Vector3 dir = goal - center;
  39. if (dir.magnitude > 1)
  40. dir.Normalize();
  41. for (int i = 0; i < eyes.Length; i++)
  42. {
  43. center = transform.TransformPoint(origins[i]);
  44. eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime);
  45. }
  46. }
  47. }