C# 클래스 RootMotion.BipedReferences

파일 보기 프로젝트 열기: Alx666/ProjectPhoenix 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
eyes UnityEngine.Transform[]
head UnityEngine.Transform
leftCalf Transform
leftFoot Transform
leftForearm Transform
leftHand Transform
leftThigh Transform
leftUpperArm Transform
pelvis Transform
rightCalf Transform
rightFoot Transform
rightForearm Transform
rightHand Transform
rightThigh Transform
rightUpperArm Transform
root Transform
spine Transform[]

공개 메소드들

메소드 설명
AssignHumanoidReferences ( BipedReferences &references, Animator animator, AutoDetectParams autoDetectParams ) : void

Fills in BipedReferences using Animator.GetBoneTransform().

AutoDetectReferences ( BipedReferences &references, Transform root, AutoDetectParams autoDetectParams ) : bool

Automatically detects biped bones. Returns true if a valid biped has been referenced.

CheckSetupError ( BipedReferences references, bool log ) : bool

Checks the setup for definite problems.

CheckSetupWarning ( BipedReferences references, bool log ) : bool

Checks the setup for possible problems.

DetectReferencesByNaming ( BipedReferences &references, Transform root, AutoDetectParams autoDetectParams ) : void

Detects the references based on naming and hierarchy.

IsEmpty ( bool includeRoot ) : bool

Gets a value indicating whether this BipedReferences is empty. If includeRoot is false, returns true(is empty) even if root Transform has been assigned.

비공개 메소드들

메소드 설명
AddBoneToEyes ( Transform bone, BipedReferences &references, AutoDetectParams autoDetectParams ) : bool
AddBoneToHierarchy ( Transform &bones, Transform transform ) : void
AddBoneToSpine ( Transform bone, BipedReferences &references, AutoDetectParams autoDetectParams ) : bool
CheckEyesError ( BipedReferences references, bool log ) : bool
CheckEyesWarning ( BipedReferences references, bool log ) : bool
CheckFacingAxisWarning ( BipedReferences references, bool log ) : bool
CheckLimbError ( Transform bone1, Transform bone2, Transform bone3, bool log ) : bool
CheckLimbWarning ( Transform bone1, Transform bone2, Transform bone3, bool log ) : bool
CheckRootHeightWarning ( BipedReferences references, bool log ) : bool
CheckSpineError ( BipedReferences references, bool log ) : bool
CheckSpineWarning ( BipedReferences references, bool log ) : bool
DetectLimb ( RootMotion.BipedNaming boneType, RootMotion.BipedNaming boneSide, Transform &firstBone, Transform &secondBone, Transform &lastBone, Transform transforms ) : void
GetVerticalOffset ( Vector3 p1, Vector3 p2, Quaternion rotation ) : float
IsNeckBone ( Transform bone, Transform leftUpperArm ) : bool

메소드 상세

AssignHumanoidReferences() 공개 정적인 메소드

Fills in BipedReferences using Animator.GetBoneTransform().
public static AssignHumanoidReferences ( BipedReferences &references, Animator animator, AutoDetectParams autoDetectParams ) : void
references BipedReferences
animator UnityEngine.Animator
autoDetectParams AutoDetectParams
리턴 void

AutoDetectReferences() 공개 정적인 메소드

Automatically detects biped bones. Returns true if a valid biped has been referenced.
public static AutoDetectReferences ( BipedReferences &references, Transform root, AutoDetectParams autoDetectParams ) : bool
references BipedReferences
root UnityEngine.Transform
autoDetectParams AutoDetectParams
리턴 bool

CheckSetupError() 공개 정적인 메소드

Checks the setup for definite problems.
public static CheckSetupError ( BipedReferences references, bool log ) : bool
references BipedReferences
log bool
리턴 bool

CheckSetupWarning() 공개 정적인 메소드

Checks the setup for possible problems.
public static CheckSetupWarning ( BipedReferences references, bool log ) : bool
references BipedReferences
log bool
리턴 bool

DetectReferencesByNaming() 공개 정적인 메소드

Detects the references based on naming and hierarchy.
public static DetectReferencesByNaming ( BipedReferences &references, Transform root, AutoDetectParams autoDetectParams ) : void
references BipedReferences
root UnityEngine.Transform
autoDetectParams AutoDetectParams
리턴 void

IsEmpty() 공개 메소드

Gets a value indicating whether this BipedReferences is empty. If includeRoot is false, returns true(is empty) even if root Transform has been assigned.
public IsEmpty ( bool includeRoot ) : bool
includeRoot bool
리턴 bool

프로퍼티 상세

eyes 공개적으로 프로퍼티

The eyes.
public Transform[],UnityEngine eyes
리턴 UnityEngine.Transform[]

head 공개적으로 프로퍼티

The head.
public Transform,UnityEngine head
리턴 UnityEngine.Transform

leftCalf 공개적으로 프로퍼티

The second bone of the left leg.
public Transform leftCalf
리턴 Transform

leftFoot 공개적으로 프로퍼티

The third bone of the left leg.
public Transform leftFoot
리턴 Transform

leftForearm 공개적으로 프로퍼티

The second bone of the left arm.
public Transform leftForearm
리턴 Transform

leftHand 공개적으로 프로퍼티

The third bone of the left arm.
public Transform leftHand
리턴 Transform

leftThigh 공개적으로 프로퍼티

The first bone of the left leg.
public Transform leftThigh
리턴 Transform

leftUpperArm 공개적으로 프로퍼티

The first bone of the left arm.
public Transform leftUpperArm
리턴 Transform

pelvis 공개적으로 프로퍼티

The pelvis (hip) bone.
public Transform pelvis
리턴 Transform

rightCalf 공개적으로 프로퍼티

The second bone of the right leg.
public Transform rightCalf
리턴 Transform

rightFoot 공개적으로 프로퍼티

The third bone of the right leg.
public Transform rightFoot
리턴 Transform

rightForearm 공개적으로 프로퍼티

The second bone of the right arm.
public Transform rightForearm
리턴 Transform

rightHand 공개적으로 프로퍼티

The third bone of the right arm.
public Transform rightHand
리턴 Transform

rightThigh 공개적으로 프로퍼티

The first bone of the right leg.
public Transform rightThigh
리턴 Transform

rightUpperArm 공개적으로 프로퍼티

The first bone of the right arm.
public Transform rightUpperArm
리턴 Transform

root 공개적으로 프로퍼티

The root transform is the parent of all the biped's bones and should be located at ground level.
public Transform root
리턴 Transform

spine 공개적으로 프로퍼티

The spine hierarchy. Should not contain any bone deeper in the hierarchy than the arms (neck or head).
public Transform[] spine
리턴 Transform[]