using System; using RootMotion.FinalIK; using UnityEngine; [Serializable] public class HeightIKCtrlData : CCDIKCtrlData { public HeightIKCtrlData(CCDIK ccd_ik, Transform[] chain_bones, FullBodyIKCtrl ik_ctrl, bool weight_fade = true, bool attach_ik = false) : base(ccd_ik, chain_bones, ik_ctrl, weight_fade, attach_ik) { } public void CheckReachTarget() { if (!base.PointIK.IsIKExec || base.PointIK.BlendType == IKCtrlData.IKBlendType.IK_To_Detach) { return; } float num = Vector3.Distance(base.IKTarget.position, this.TargetBone.position); if (num <= 0.05f || (num > 1f && base.PointIK.BlendNow)) { return; } int value = this.MyIKCtrl.TgtMaid.GetProp(MPN.sintyou).value; int value2 = base.PointIK.TgtMaid.GetProp(MPN.sintyou).value; if (this.m_EachOtherIK && value < value2) { IKCtrlData ikdata = base.PointIK.TgtMaid.IKCtrl.GetIKData(base.PointIK.Tgt_AttachName, false); if (base.PointIK.TgtMaid.IKCtrl.IsUpdateEnd) { ikdata.IKTarget.position += (this.TargetBone.position - base.IKTarget.position) * ikdata.PointIK.BlendWeight; base.PointIK.TgtMaid.IKCtrl.SolverUpdate(); } } else if (!this.MyIKCtrl.DoHeightCover && !base.PointIK.BlendNow) { Vector3 vector = base.IKTarget.position - this.TargetBone.position; this.MyIKCtrl.BodyTarget.position += vector; foreach (IKCtrlData ikctrlData in this.MyIKCtrl.strIKDataPair.Values) { ikctrlData.SetTargetOffset(vector, false); } this.MyIKCtrl.BodyEffector.positionWeight = 1f; } this.MyIKCtrl.DoHeightCover = true; } public override void Update() { base.Update(); this.CheckReachTarget(); } }