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- using UnityEngine;
- public class MouseDrag : MonoBehaviour
- {
- public Transform ForearmL;
- public Transform HandL;
- public Vector3 HandLangles;
- public int ido;
- public bool initFlg;
- public bool initFlg2;
- public bool isIdo;
- public bool isMouseDown;
- public bool isMouseDrag;
- public bool isMouseUp;
- public bool isPlay;
- public bool isSelect;
- public bool isStop;
- public Maid maid;
- public GameObject obj;
- public Vector3 off;
- public Vector3 off2;
- public bool onFlg;
- public bool onFlg2;
- public bool reset;
- public float shoki = -1000f;
- public Transform UpperArmL;
- public Vector3 UpperArmLangles;
- private readonly GameObject ForearmL2 = new GameObject();
- private readonly GameObject HandL2 = new GameObject();
- private readonly TBody.IKCMO IK = new TBody.IKCMO();
- private Vector3 mouseIti;
- private Vector3 mouseIti2;
- private Vector3 rotate;
- private Vector3 rotate2;
- private readonly GameObject UpperArmL2 = new GameObject();
- private Vector3 worldPoint;
- public void OnMouseDown()
- {
- if (maid == null)
- return;
- IKCtrlData ikData = maid.body0.IKCtrl.GetIKData("左手", false);
- worldPoint = Camera.main.WorldToScreenPoint(transform.position);
- off = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, worldPoint.z));
- off2 = new Vector3(obj.transform.position.x - HandL.position.x,
- obj.transform.position.y - HandL.position.y,
- obj.transform.position.z - HandL.position.z);
- if (!initFlg)
- {
- IK.Init(UpperArmL, ForearmL, HandL, maid.body0);
- initFlg = true;
- if (!initFlg2)
- {
- initFlg2 = true;
- HandL2.transform.position = HandL.position;
- UpperArmL2.transform.position = UpperArmL.position;
- ForearmL2.transform.position = ForearmL.position;
- HandL2.transform.localRotation = HandL.localRotation;
- UpperArmL2.transform.localRotation = UpperArmL.localRotation;
- ForearmL2.transform.localRotation = ForearmL.localRotation;
- }
- }
- if (onFlg)
- {
- onFlg2 = true;
- IK.Init(UpperArmL, ForearmL, HandL, maid.body0);
- }
- mouseIti = Input.mousePosition;
- isPlay = maid.body0.m_Bones.GetComponent<Animation>().isPlaying;
- isSelect = true;
- rotate = HandL.localEulerAngles;
- rotate2 = UpperArmL.localEulerAngles;
- isMouseUp = false;
- isMouseDown = true;
- if (ido == 10)
- {
- Vector3 tgt = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, worldPoint.z)) + off
- - off2;
- IK.Init(UpperArmL2.transform, ForearmL2.transform, HandL2.transform, maid.body0);
- for (int index = 0; index < 10; ++index)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- }
- }
- if (shoki != -1000.0)
- return;
- shoki = UpperArmL.localEulerAngles.x;
- if (shoki <= 300.0)
- return;
- shoki -= 360f;
- }
- public void OnMouseUp()
- {
- isMouseUp = true;
- isMouseDown = false;
- }
- public void OnMouseDrag()
- {
- if (maid == null)
- return;
- if (isPlay && mouseIti != Input.mousePosition)
- {
- maid.body0.m_Bones.GetComponent<Animation>().Stop();
- isStop = true;
- isPlay = false;
- }
- if (reset)
- {
- reset = false;
- worldPoint = Camera.main.WorldToScreenPoint(transform.position);
- off = transform.position
- - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, worldPoint.z));
- off2 = new Vector3(obj.transform.position.x - HandL.position.x,
- obj.transform.position.y - HandL.position.y,
- obj.transform.position.z - HandL.position.z);
- rotate = HandL.localEulerAngles;
- rotate2 = UpperArmL.localEulerAngles;
- mouseIti = Input.mousePosition;
- if (onFlg)
- IK.Init(UpperArmL, ForearmL, HandL, maid.body0);
- }
- if (mouseIti != Input.mousePosition)
- {
- Vector3 tgt = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, worldPoint.z)) + off
- - off2;
- IKCtrlData ikData = maid.body0.IKCtrl.GetIKData("左手", false);
- isMouseDrag = true;
- if (!isPlay)
- isStop = true;
- isIdo = false;
- if (ido == 0)
- {
- isIdo = true;
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- HandLangles = new Vector3(HandL.localEulerAngles.x, HandL.localEulerAngles.y, HandL.localEulerAngles.z);
- UpperArmLangles = new Vector3(UpperArmL.localEulerAngles.x, UpperArmL.localEulerAngles.y, UpperArmL.localEulerAngles.z);
- }
- else if (ido == 11)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- float x = UpperArmL.localEulerAngles.x;
- if (x > 250.0 + shoki && x < 352.0 + shoki)
- x = 352f + shoki;
- if (x < 100.0 + shoki && x > 8.0 + shoki)
- x = 8f + shoki;
- float z = UpperArmL.localEulerAngles.z;
- if (z > 140.0 && z < 240.0)
- z = 240f;
- if (z <= 140.0 && z > 7.0)
- z = 7f;
- HandL.localEulerAngles = new Vector3(rotate.x, rotate.y, HandL.localEulerAngles.z);
- UpperArmL.localEulerAngles = new Vector3(x, rotate2.y, z);
- }
- else if (ido == 12)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- float x = UpperArmL.localEulerAngles.x;
- if (x > 250.0 + shoki && x < 357.0 + shoki)
- x = 357f + shoki;
- if (x < 100.0 + shoki && x > 3.0 + shoki)
- x = 3f + shoki;
- float z = UpperArmL.localEulerAngles.z;
- if (z > 140.0 && z < 270.0)
- z = 270f;
- if (z <= 140.0 && z > 15.0)
- z = 15f;
- HandL.localEulerAngles = new Vector3(rotate.x, rotate.y, HandL.localEulerAngles.z);
- UpperArmL.localEulerAngles = new Vector3(x, rotate2.y, z);
- }
- else if (ido == 17)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- float x = UpperArmL.localEulerAngles.x;
- if (x > 250.0 + shoki && x < 357.0 + shoki)
- x = 357f + shoki;
- if (x < 100.0 + shoki && x > 3.0 + shoki)
- x = 3f + shoki;
- float z = UpperArmL.localEulerAngles.z;
- if (z > 220.0 && z < 345.0)
- z = 345f;
- if (z <= 220.0 && z > 90.0)
- z = 90f;
- HandL.localEulerAngles = new Vector3(rotate.x, rotate.y, HandL.localEulerAngles.z);
- UpperArmL.localEulerAngles = new Vector3(x, rotate2.y, z);
- }
- else if (ido == 13)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- float num1 = UpperArmL.localEulerAngles.x;
- if (num1 > 250.0 && num1 < 345.0)
- num1 = 345f;
- float z = UpperArmL.localEulerAngles.z;
- if (z > 160.0 && z < 275.0)
- z = 275f;
- if (z <= 160.0 && z > 60.0)
- z = 60f;
- float num2 = UpperArmL.localEulerAngles.y;
- if (num2 > 250.0 && num2 < 345.0)
- num2 = 345f;
- HandL.localEulerAngles = new Vector3(rotate.x, HandL.localEulerAngles.y, HandL.localEulerAngles.z);
- UpperArmL.localEulerAngles = new Vector3(UpperArmL.localEulerAngles.x, UpperArmL.localEulerAngles.y, z);
- }
- else if (ido == 14)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- float x = UpperArmL.localEulerAngles.x;
- if (x > 250.0 + shoki && x < 345.0 + shoki)
- x = 345f + shoki;
- if (x < 100.0 + shoki && x > 15.0 + shoki)
- x = 15f + shoki;
- float z = UpperArmL.localEulerAngles.z;
- if (z > 150.0 && z < 240.0)
- z = 240f;
- if (z <= 150.0 && z > 30.0)
- z = 30f;
- HandL.localEulerAngles = new Vector3(rotate.x, rotate.y, HandL.localEulerAngles.z);
- UpperArmL.localEulerAngles = new Vector3(x, rotate2.y, z);
- }
- else if (ido == 15)
- {
- IK.Porc(UpperArmL, ForearmL, HandL, tgt, new Vector3(), ikData);
- if (!onFlg)
- IK.Porc(UpperArmL, ForearmL, HandL, tgt + (tgt - HandL.position), new Vector3(), ikData);
- float x = UpperArmL.localEulerAngles.x;
- if (x > 250.0 + shoki && x < 357.0 + shoki)
- x = 357f + shoki;
- if (x < 100.0 + shoki && x > 3.0 + shoki)
- x = 3f + shoki;
- float z = UpperArmL.localEulerAngles.z;
- if (z > 150.0 && z < 270.0)
- z = 270f;
- if (z <= 150.0 && z > 30.0)
- z = 30f;
- HandL.localEulerAngles = new Vector3(rotate.x, rotate.y, HandL.localEulerAngles.z);
- UpperArmL.localEulerAngles = new Vector3(x, rotate2.y, z);
- }
- else if (ido == 16)
- {
- Vector3 vector3 = Input.mousePosition - mouseIti;
- Transform transform = GameMain.Instance.MainCamera.gameObject.transform;
- transform.TransformDirection(Vector3.right);
- transform.TransformDirection(Vector3.forward);
- if (mouseIti2 != Input.mousePosition)
- {
- UpperArmL.localEulerAngles = rotate2;
- UpperArmL.localRotation = Quaternion.Euler(UpperArmL.localEulerAngles)
- * Quaternion.AngleAxis(vector3.x / 2.2f, Vector3.right);
- }
- }
- else
- {
- Vector3 vector3_1 = Input.mousePosition - mouseIti;
- Transform transform = GameMain.Instance.MainCamera.gameObject.transform;
- Vector3 vector3_2 = transform.TransformDirection(Vector3.right);
- Vector3 vector3_3 = transform.TransformDirection(Vector3.forward);
- if (mouseIti2 != Input.mousePosition)
- {
- if (ido <= 4)
- HandL.localEulerAngles = rotate;
- else
- UpperArmL.localEulerAngles = rotate2;
- if (ido == 1)
- {
- HandL.localRotation = Quaternion.Euler(HandL.localEulerAngles)
- * Quaternion.AngleAxis(vector3_1.x / 1.5f, Vector3.up);
- HandL.localRotation = Quaternion.Euler(HandL.localEulerAngles)
- * Quaternion.AngleAxis(vector3_1.y / 1.5f, Vector3.forward);
- }
- if (ido == 2)
- HandL.localRotation = Quaternion.Euler(HandL.localEulerAngles)
- * Quaternion.AngleAxis(vector3_1.x / 1.5f, Vector3.right);
- if (ido == 3)
- {
- HandL.RotateAround(HandL.position, new Vector3(vector3_2.x, 0.0f, vector3_2.z), vector3_1.y / 1f);
- HandL.RotateAround(HandL.position, new Vector3(vector3_3.x, 0.0f, vector3_3.z), vector3_1.x / 1.5f);
- }
- if (ido == 4)
- HandL.localRotation = Quaternion.Euler(HandL.localEulerAngles)
- * Quaternion.AngleAxis((float) (-(double) vector3_1.x / 1.5), Vector3.right);
- if (ido == 5)
- UpperArmL.localRotation = Quaternion.Euler(UpperArmL.localEulerAngles)
- * Quaternion.AngleAxis((float) (-(double) vector3_1.x / 1.5), Vector3.right);
- }
- }
- }
- mouseIti2 = Input.mousePosition;
- }
- }
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