-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPositionLimiter.cs
70 lines (61 loc) · 2.23 KB
/
PositionLimiter.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PositionLimiter : MonoBehaviour
{
GameObject armature;
int boneCount;
[SerializeField]
int distanceLimit = 20;
void Start()
{
armature = transform.parent.gameObject;
boneCount = armature.transform.childCount-1;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.D))
ResetDefaults();
}
void OnMouseUp()
{
CheckPositionLimits();
}
//Function to check that the x & y coordinates of each bone
//don't go past a limit of +/- (distanceLimit) units from the original position.
void CheckPositionLimits()
{
int boneIndex = transform.GetSiblingIndex();
float xBone = Mathf.Abs(transform.position.x);
float xOriginal = Mathf.Abs(Bones.originalPositions[boneIndex].x);
float yBone = Mathf.Abs(transform.position.y);
float yOriginal = Mathf.Abs(Bones.originalPositions[boneIndex].y);
float xDiff = Mathf.Abs(xBone - xOriginal);
float yDiff = Mathf.Abs(yBone - yOriginal);
if (xDiff > 20)
{
if (transform.position.x < Bones.originalPositions[boneIndex].x)
transform.position = new Vector3(Bones.originalPositions[boneIndex].x - distanceLimit,
transform.position.y, transform.position.z);
else
transform.position = new Vector3(Bones.originalPositions[boneIndex].x + distanceLimit,
transform.position.y, transform.position.z);
}
if (yDiff > 20)
{
if (transform.position.y < Bones.originalPositions[boneIndex].y)
transform.position = new Vector3(transform.position.x,
Bones.originalPositions[boneIndex].y - distanceLimit, transform.position.z);
else
transform.position = new Vector3(transform.position.x,
Bones.originalPositions[boneIndex].y + distanceLimit, transform.position.z);
}
}
void ResetDefaults()
{
for (int i = 0; i < Bones.originalPositions.Count; i++)
{
armature.transform.GetChild(i).position = Bones.originalPositions[i];
}
}
}