matchPosition | The position we want the body part to reach. |
matchRotation | The rotation in which we want the body part to be. |
targetBodyPart | The body part that is involved in the match. |
weightMask | Structure that contains weights for matching position and rotation. |
startNormalizedTime | Start time within the animation clip (0 - beginning of clip, 1 - end of clip). |
targetNormalizedTime | End time within the animation clip (0 - beginning of clip, 1 - end of clip), values greater than 1 can be set to trigger a match after a certain number of loops. Ex: 2.3 means at 30% of 2nd loop. |
Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.
Target matching only works on the base layer (index 0). You can only queue one match target at a time and you must wait for the first one to finish, otherwise your target matching will be discarded. If you call a MatchTarget with a start time lower than the clip's current normalize time and the clip can loop, MatchTarget will adjust the time to match the next clip loop. ex: start time= 0.2 current normalize time = 0.3, start time will be 1.2.
#pragma strict public class TargetMatchingManager extends MonoBehaviour { public function MatchTarget(matchPosition: Vector3, matchRotation: Quaternion, target: AvatarTarget, weightMask: MatchTargetWeightMask, normalisedStartTime: float, normalisedEndTime: float) { if (animator.isMatchingTarget)return ; var normalizeTime: float = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime, 1f); if (normalizeTime > normalisedEndTime)return ; animator.MatchTarget(matchPosition, matchRotation, target, weightMask, normalisedStartTime, normalisedEndTime); } }
using UnityEngine;
public class TargetMatchingManager : MonoBehaviour { public void MatchTarget (Vector3 matchPosition, Quaternion matchRotation, AvatarTarget target, MatchTargetWeightMask weightMask, float normalisedStartTime, float normalisedEndTime) { if (animator.isMatchingTarget) return;
float normalizeTime = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime, 1f);
if (normalizeTime > normalisedEndTime) return;
animator.MatchTarget (matchPosition, matchRotation, target, weightMask, normalisedStartTime, normalisedEndTime); } }