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53
ml_lme_cvr/LeapIK.cs
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53
ml_lme_cvr/LeapIK.cs
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using UnityEngine;
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namespace ml_lme_cvr
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{
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[RequireComponent(typeof(Animator))]
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[DisallowMultipleComponent]
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public class LeapIK : MonoBehaviour
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{
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bool m_enabled = true;
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bool m_fingersOnly = false;
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Animator m_animator = null;
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Transform m_leftHand = null;
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Transform m_rightHand = null;
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void Start()
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{
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m_animator = this.GetComponent<Animator>();
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}
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void OnAnimatorIK()
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{
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if(m_enabled && !m_fingersOnly && (m_animator != null))
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{
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if(m_leftHand != null)
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{
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m_animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1f);
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m_animator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1f);
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m_animator.SetIKPosition(AvatarIKGoal.LeftHand, m_leftHand.position);
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m_animator.SetIKRotation(AvatarIKGoal.LeftHand, m_leftHand.rotation);
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}
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if(m_rightHand != null)
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{
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m_animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1f);
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m_animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1f);
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m_animator.SetIKPosition(AvatarIKGoal.RightHand, m_rightHand.position);
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m_animator.SetIKRotation(AvatarIKGoal.RightHand, m_rightHand.rotation);
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}
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}
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}
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public void SetEnabled(bool p_state) => m_enabled = p_state;
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public void SetFingersOnly(bool p_state) => m_fingersOnly = p_state;
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public void SetHands(Transform p_left, Transform p_right)
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{
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m_leftHand = p_left;
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m_rightHand = p_right;
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}
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}
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}
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