implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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43 lines
1.4 KiB
43 lines
1.4 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MocapRangeOfMotionAnimatorController : MonoBehaviour
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{
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Animator _anim;
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Animation _animation;
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public Motion[] Motions;
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// Start is called before the first frame update
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void Start()
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{
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_anim = GetComponent<Animator>();
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foreach (var motion in Motions)
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{
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// _anim.CrossFade()
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// _anim.()
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// _animation.CrossFadeQueued(motion.name);
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}
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// _animation = GetComponent<Animation>();
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// // _characterController = GetComponent<CharacterController>();
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// // _spawnableEnv = GetComponentInParent<SpawnableEnv>();
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// // _inputController = _spawnableEnv.GetComponentInChildren<InputController>();
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// // _targetDirection = Quaternion.Euler(0, 90, 0);
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// // var ragDoll = _spawnableEnv.GetComponentInChildren<RagDollAgent>( true);//we include inactive childs
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// _animation.CrossFadeQueued("jump");
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// _animation.CrossFadeQueued("animation2");
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// _animation.CrossFadeQueued("animation3");
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// var anim = _animation["animation3"];
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}
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// Update is called once per frame
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void Update()
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{
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}
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// Called each physics step (so long as the Animator component is set to Animate Physics) after FixedUpdate to override root motion.
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void OnAnimatorMove()
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{
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// do nothing
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}
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}
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