Pose transitions in FBT with enabled game's option for running FBT animations

Limit movement drag to 50
Settings listener on destroy
This commit is contained in:
SDraw 2023-04-09 13:59:53 +00:00 committed by SDraw
parent 327f5d6cdd
commit fe5e1dfd3c
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GPG key ID: BB95B4DAB2BB8BB5
6 changed files with 28 additions and 11 deletions

View file

@ -284,6 +284,7 @@ namespace ml_prm
if(BodySystem.isCalibratedAsFullBody)
BodySystem.TrackingPositionWeight = 0f;
// Copy before set to non-kinematic to reduce stacked forces
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
@ -322,10 +323,10 @@ namespace ml_prm
}
}
}
}
foreach(Collider l_collider in m_colliders)
l_collider.enabled = m_enabled;
foreach(Collider l_collider in m_colliders)
l_collider.enabled = m_enabled;
}
}
public bool IsRagdolled() => (m_enabled && m_avatarReady);

View file

@ -62,7 +62,7 @@ namespace ml_prm
Hotkey = (bool)ms_entries[(int)ModSetting.Hotkey].BoxedValue;
VelocityMultiplier = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.VelocityMultiplier].BoxedValue, 0f, 50f);
RestorePosition = (bool)ms_entries[(int)ModSetting.RestorePosition].BoxedValue;
MovementDrag = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.MovementDrag].BoxedValue, 0f, 100f);
MovementDrag = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.MovementDrag].BoxedValue, 0f, 50f);
AngularDrag = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.MovementDrag].BoxedValue, 0.5f, 50f);
Gravity = (bool)ms_entries[(int)ModSetting.Gravity].BoxedValue;
@ -116,7 +116,7 @@ namespace ml_prm
VelocityMultiplierChange?.Invoke(value);
};
ms_uiElements.Add(l_page.AddSlider("Movement drag", "Movement resistance", MovementDrag, 0f, 100f));
ms_uiElements.Add(l_page.AddSlider("Movement drag", "Movement resistance", MovementDrag, 0f, 50f));
(ms_uiElements[(int)UiElementIndex.MovementDrag] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) =>
{
MovementDrag = value;