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- using UnityEngine;
- using System.Collections;
- public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint
- {
- public Transform[] eyes;
- public float radius = 0.5f;
- public Transform target;
- public Vector3 targetPosition;
- public float speed = 10;
- Vector3[] origins;
- Vector3 centerPoint;
- protected override void OnEnable()
- {
- if (!Application.isPlaying)
- return;
- base.OnEnable();
- Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
- origins = new Vector3[eyes.Length];
- for (int i = 0; i < eyes.Length; i++)
- {
- origins[i] = eyes[i].localPosition;
- centerBounds.Encapsulate(origins[i]);
- }
- centerPoint = centerBounds.center;
- }
- protected override void OnDisable()
- {
- if (!Application.isPlaying)
- return;
- base.OnDisable();
- }
- public override void DoUpdate()
- {
- if (target != null)
- targetPosition = target.position;
- Vector3 goal = targetPosition;
- Vector3 center = transform.TransformPoint(centerPoint);
- Vector3 dir = goal - center;
- if (dir.magnitude > 1)
- dir.Normalize();
- for (int i = 0; i < eyes.Length; i++)
- {
- center = transform.TransformPoint(origins[i]);
- eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime);
- }
- }
- }
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