/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using UnityEngine;
///
/// Adjusts the hand position according to the specified offset.
/// This is used within the Hide and Seek scene allowing the agent to always point the flashlight forward instead of needing a specific animation.
///
public class HandAdjustment : MonoBehaviour
{
[Tooltip("The limb that should be adjusted.")]
[SerializeField] protected AvatarIKGoal m_Goal;
[Tooltip("The offset from the character's forward rotation.")]
[SerializeField] protected Vector3 m_Offset;
private Animator m_Animator;
///
/// Initializes the default values.
///
private void Awake()
{
m_Animator = GetComponent();
}
///
/// Callback when the animator should update IK.
///
/// The index of the layer being updated.
private void OnAnimatorIK(int layerIndex)
{
m_Animator.SetIKRotation(m_Goal, Quaternion.LookRotation(transform.forward) * Quaternion.Euler(m_Offset));
m_Animator.SetIKRotationWeight(m_Goal, 1);
}
}
}