Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
42 lines
1.8 KiB
C#
42 lines
1.8 KiB
C#
/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Objects.CharacterAssist
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{
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using Opsive.UltimateCharacterController.Character;
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using UnityEngine;
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/// <summary>
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/// Specifies the location that the ability should use when determining where to move the limb to. This component should be attached to the target limb location.
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/// </summary>
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public class AbilityIKTarget : MonoBehaviour
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{
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[Tooltip("The IK limb that should be positioned.")]
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[SerializeField] protected CharacterIKBase.IKGoal m_Goal;
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[Tooltip("The amount of time that the ability should wait before setting the IK goal.")]
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[SerializeField] protected float m_Delay = 0;
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[Tooltip("The time it takes for the limb to reach the target. A positive value is required.")]
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[SerializeField] protected float m_InterpolationDuration = 0.2f;
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[Tooltip("The amount of time after the IK goal is set that the limb should be in the IK location. This value should be greater than the interpolation duration.")]
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[SerializeField] protected float m_Duration = 1f;
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public CharacterIKBase.IKGoal Goal { get { return m_Goal; } }
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public float Delay { get { return m_Delay; } }
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public float InterpolationDuration { get { return m_InterpolationDuration; } }
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public float Duration { get { return m_Duration; } }
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private Transform m_Transform;
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public Transform Transform { get { return m_Transform; } }
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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private void Awake()
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{
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m_Transform = transform;
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}
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}
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} |