// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using System; using nickmaltbie.OpenKCC.Animation; using UnityEngine; namespace nickmaltbie.OpenKCC.Character.Config { /// /// Relative parent config that will update a /// if one is attached to the avatar. /// [Serializable] public class RelativeParentConfigWithFeet : RelativeParentConfig { /// /// Feet controls attached to this character. /// private HumanoidFootIK feet; /// public override void FollowGround(Transform transform) { feet = feet ?? transform.gameObject.GetComponentInChildren(); Vector3 delta = DeltaPosition(transform.position); feet?.UpdateFeetPositions(delta); transform.position += delta; } } }