Added FinalIK
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.Demos {
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/// <summary>
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/// Demo character controller for the Full Body FPS scene.
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/// </summary>
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public class FPSCharacter: MonoBehaviour {
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[Range(0f, 1f)] public float walkSpeed = 0.5f;
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private float sVel;
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private Animator animator;
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private FPSAiming FPSAiming;
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void Start() {
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animator = GetComponent<Animator>();
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FPSAiming = GetComponent<FPSAiming>();
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}
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void Update() {
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// Aiming down the sight of the gun when RMB is down
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FPSAiming.sightWeight = Mathf.SmoothDamp(FPSAiming.sightWeight, (Input.GetMouseButton(1)? 1f: 0f), ref sVel, 0.1f);
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// Set to full values to optimize IK
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if (FPSAiming.sightWeight < 0.001f) FPSAiming.sightWeight = 0f;
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if (FPSAiming.sightWeight > 0.999f) FPSAiming.sightWeight = 1f;
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animator.SetFloat("Speed", walkSpeed);
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}
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void OnGUI() {
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GUI.Label(new Rect(Screen.width - 210, 10, 200, 25), "Hold RMB to aim down the sight");
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}
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}
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}
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