SkeletonUtilityEyeConstraint.cs 1.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
  4. public Transform[] eyes;
  5. public float radius = 0.5f;
  6. public Transform target;
  7. public Vector3 targetPosition;
  8. public float speed = 10;
  9. Vector3[] origins;
  10. Vector3 centerPoint;
  11. protected override void OnEnable () {
  12. if (!Application.isPlaying)
  13. return;
  14. base.OnEnable();
  15. Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
  16. origins = new Vector3[eyes.Length];
  17. for (int i = 0; i < eyes.Length; i++) {
  18. origins[i] = eyes[i].localPosition;
  19. centerBounds.Encapsulate(origins[i]);
  20. }
  21. centerPoint = centerBounds.center;
  22. }
  23. protected override void OnDisable () {
  24. if (!Application.isPlaying)
  25. return;
  26. base.OnDisable();
  27. }
  28. public override void DoUpdate () {
  29. if (target != null)
  30. targetPosition = target.position;
  31. Vector3 goal = targetPosition;
  32. Vector3 center = transform.TransformPoint(centerPoint);
  33. Vector3 dir = goal - center;
  34. if (dir.magnitude > 1)
  35. dir.Normalize();
  36. for (int i = 0; i < eyes.Length; i++) {
  37. center = transform.TransformPoint(origins[i]);
  38. eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime);
  39. }
  40. }
  41. }