Added FinalIK
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using UnityEngine;
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using System.Collections;
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using RootMotion.FinalIK;
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namespace RootMotion.Demos {
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/// <summary>
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/// Leg of the Mech spider. Controls stepping and positioning the IK target
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/// </summary>
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public class MechSpiderLeg : MonoBehaviour {
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public MechSpider mechSpider; // Reference to the target
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public MechSpiderLeg unSync; // One of the other legs that we dont want to be completely in sync with, that is stepping at the same time
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public Vector3 offset; // Offset from the default position
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public float minDelay = 0.2f, maxOffset = 1.0f, stepSpeed = 5.0f, footHeight = 0.15f, velocityPrediction = 0.2f, raycastFocus = 0.1f; // Parameters for stepping
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public AnimationCurve yOffset;
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public Transform foot;
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public Vector3 footUpAxis;
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public float footRotationSpeed = 10f;
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public ParticleSystem sand; // FX for sand
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private IK ik;
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private float stepProgress = 1f, lastStepTime;
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private Vector3 defaultPosition;
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private RaycastHit hit = new RaycastHit();
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private Quaternion lastFootLocalRotation;
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private Vector3 smoothHitNormal = Vector3.up;
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private Vector3 lastStepPosition;
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// Is the leg stepping?
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public bool isStepping {
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get {
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return stepProgress < 1f;
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}
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}
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// Gets and sets the IK position for this leg
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public Vector3 position {
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get {
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return ik.GetIKSolver().GetIKPosition();
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}
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set {
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ik.GetIKSolver().SetIKPosition(value);
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}
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}
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void Awake()
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{
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// Find the ik component
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ik = GetComponent<IK>();
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if (foot != null)
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{
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if (footUpAxis == Vector3.zero) footUpAxis = Quaternion.Inverse(foot.rotation) * Vector3.up;
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lastFootLocalRotation = foot.localRotation;
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ik.GetIKSolver().OnPostUpdate += AfterIK;
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}
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}
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private void AfterIK()
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{
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if (foot == null) return;
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foot.localRotation = lastFootLocalRotation;
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smoothHitNormal = Vector3.Slerp(smoothHitNormal, hit.normal, Time.deltaTime * footRotationSpeed);
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Quaternion f = Quaternion.FromToRotation(foot.rotation * footUpAxis, smoothHitNormal);
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foot.rotation = f * foot.rotation;
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}
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void Start() {
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// Workaround for Unity Win Store/Phone serialization bug
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stepProgress = 1f;
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hit = new RaycastHit();
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var points = ik.GetIKSolver().GetPoints();
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position = points[points.Length - 1].transform.position;
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lastStepPosition = position;
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hit.point = position;
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// Store the default rest position of the leg
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defaultPosition = mechSpider.transform.InverseTransformPoint(position + offset * mechSpider.scale);
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StartCoroutine(Step(position, position));
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}
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// Find the relaxed grounded positon of the leg relative to the body in world space.
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private Vector3 GetStepTarget(out bool stepFound, float focus, float distance) {
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stepFound = false;
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// place hit.point to the default position relative to the body
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Vector3 stepTarget = mechSpider.transform.TransformPoint(defaultPosition);
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//stepTarget += (hit.point - position) * velocityPrediction;
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stepTarget += mechSpider.velocity * velocityPrediction;
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Vector3 up = mechSpider.transform.up;
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// Focus the ray directions towards the spider body
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Vector3 toBody = mechSpider.body.position - position;
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Vector3 axis = Vector3.Cross(up, toBody);
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up = Quaternion.AngleAxis(focus, axis) * up;
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// Raycast to ground the relaxed position
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if (Physics.Raycast(stepTarget + up * mechSpider.raycastHeight * mechSpider.scale, -up, out hit, mechSpider.raycastHeight * mechSpider.scale + distance, mechSpider.raycastLayers)) stepFound = true;
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//return hit.point + mechSpider.transform.up * footHeight * mechSpider.scale;
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return hit.point + hit.normal * footHeight * mechSpider.scale;
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}
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private void UpdatePosition(float distance)
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{
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Vector3 up = mechSpider.transform.up;
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if (Physics.Raycast(lastStepPosition + up * mechSpider.raycastHeight * mechSpider.scale, -up, out hit, mechSpider.raycastHeight * mechSpider.scale + distance, mechSpider.raycastLayers))
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{
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position = hit.point + hit.normal * footHeight * mechSpider.scale;
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}
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}
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void Update () {
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UpdatePosition(mechSpider.raycastDistance * mechSpider.scale);
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// if already stepping, do nothing
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if (isStepping) return;
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// Minimum delay before stepping again
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if (Time.time < lastStepTime + minDelay) return;
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// If the unSync leg is stepping, do nothing
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if (unSync != null) {
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if (unSync.isStepping) return;
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}
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// Find the ideal relaxed position for the leg relative to the body
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bool stepFound = false;
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Vector3 idealPosition = GetStepTarget(out stepFound, raycastFocus, mechSpider.raycastDistance * mechSpider.scale);
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if (!stepFound) idealPosition = GetStepTarget(out stepFound, -raycastFocus, mechSpider.raycastDistance * 3f * mechSpider.scale); // Try again with inverted focus
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if (!stepFound) return;
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// If distance to that ideal position is less than the threshold, do nothing
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if (Vector3.Distance(position, idealPosition) < maxOffset * mechSpider.scale * UnityEngine.Random.Range(0.9f, 1.2f)) return;
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// Need to step closer to the ideal position
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StopAllCoroutines();
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StartCoroutine(Step(position, idealPosition));
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}
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// Stepping co-routine
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private IEnumerator Step(Vector3 stepStartPosition, Vector3 targetPosition) {
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stepProgress = 0f;
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// Moving the IK position
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while (stepProgress < 1) {
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stepProgress += Time.deltaTime * stepSpeed;
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position = Vector3.Lerp(stepStartPosition, targetPosition, stepProgress);
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position += mechSpider.transform.up * yOffset.Evaluate(stepProgress) * mechSpider.scale;
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lastStepPosition = position;
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yield return null;
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}
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position = targetPosition;
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lastStepPosition = position;
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// Emit sand
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if (sand != null) {
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sand.transform.position = position - mechSpider.transform.up * footHeight * mechSpider.scale;
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sand.Emit(20);
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}
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lastStepTime = Time.time;
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}
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}
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}
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