Fix for latest build

This commit is contained in:
SDraw 2022-10-02 15:04:01 +03:00
parent 24849e25ca
commit d11bf46f1a
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GPG key ID: BB95B4DAB2BB8BB5
4 changed files with 18 additions and 19 deletions

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@ -1,5 +1,6 @@
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.IK;
using RootMotion.FinalIK;
using UnityEngine;
@ -8,11 +9,10 @@ namespace ml_lme
[DisallowMultipleComponent]
class LeapTracked : MonoBehaviour
{
static readonly Quaternion ms_offsetLeft = Quaternion.Euler(0f, 90f, 330f);
static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 270f, 30f);
static readonly Quaternion ms_offsetLeft = Quaternion.Euler(0f, 0f, 270f);
static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 0f, 90f);
IndexIK m_indexIK = null;
CVR_IK_Calibrator m_ikCalibrator = null;
VRIK m_vrIK = null;
bool m_enabled = true;
@ -29,7 +29,6 @@ namespace ml_lme
void Start()
{
m_indexIK = this.GetComponent<IndexIK>();
m_ikCalibrator = this.GetComponent<CVR_IK_Calibrator>();
if(m_leftHand != null)
{
@ -133,7 +132,7 @@ namespace ml_lme
}
if(!p_gesturesData.m_handsPresenses[0] && m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = m_ikCalibrator.leftHandAnchor;
m_vrIK.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
m_leftTargetActive = false;
}
@ -144,7 +143,7 @@ namespace ml_lme
}
if(!p_gesturesData.m_handsPresenses[1] && m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = m_ikCalibrator.rightHandAnchor;
m_vrIK.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
m_rightTargetActive = false;
}
}
@ -159,7 +158,7 @@ namespace ml_lme
m_rightTargetActive = false;
}
public void OnSetupAvatarGeneral()
public void OnCalibrateAvatar()
{
m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
@ -217,16 +216,16 @@ namespace ml_lme
void RestoreIK()
{
if((m_ikCalibrator != null) && (m_vrIK != null))
if(m_vrIK != null)
{
if(m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = m_ikCalibrator.leftHandAnchor;
m_vrIK.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
m_leftTargetActive = false;
}
if(m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = m_ikCalibrator.rightHandAnchor;
m_vrIK.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
m_rightTargetActive = false;
}
}