Add pose-switching system with continuous hold and sprint reset
New PlayerPose ScriptableObject (AnimationClip + ceiling Y-offset) and PlayerPoseController that drives poses via a PlayableGraph, overriding the Animator controller. Poses are held continuously (idle, moving, on wall/ ceiling) so cycle and sprint changes show immediately. Sprinting in any state resets to pose 0. Non-keyed bones fall back to a captured rest pose so empty/partial clips apply fully. Ceiling Y-offset is folded into the controller's single mesh-offset writer. PlayerCharacterController gains IsIdle / IsSprinting / IsOnCeiling / AnimatorOverridden accessors and SetPoseLocalYOffset; SetAnimatorRunning is guarded while a pose owns the Animator. Removed obsolete Paintman.controller. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Sits next to the <see cref="PlayerCharacterController"/> and holds a list of <see cref="PlayerPose"/>s
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/// plus the active index. The active pose is held continuously — while idle, walking, and sprinting
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/// alike — so cycling to the next pose, or the sprint reset to the default pose, shows up
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/// immediately instead of only once the player comes to a stop. One key cycles to the next pose
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/// (wrapping), and sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default pose.
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///
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/// The pose clip is played through a tiny <see cref="PlayableGraph"/> (an
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/// <see cref="AnimationClipPlayable"/> on an <see cref="AnimationPlayableOutput"/>) that overrides
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/// the Animator Controller's run/idle animation for as long as a pose is selected (it only hands the
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/// rig back when the list is empty / the clip is null). The per-pose ceiling y-offset is routed
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/// through the controller (the single writer of the model-offset transform) so it composes with the
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/// wall-lean instead of fighting it.
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/// </summary>
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[RequireComponent(typeof(PlayerCharacterController))]
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[DisallowMultipleComponent]
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// Run after PlayerCharacterController (default order 0) so the ceiling / sprint state polled below is
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// this frame's, and the ceiling offset resolves without a one-frame seam.
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[DefaultExecutionOrder(100)]
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public partial class PlayerPoseController : MonoBehaviour
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{
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[Header("Poses")]
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[Tooltip("Selectable poses. Index 0 is the default pose that sprinting resets to.")]
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[SerializeField] private List<PlayerPose> poses = new();
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[Tooltip("Index the selection resets to while sprinting in any state (the default/standard pose).")]
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[Min(0)]
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[SerializeField] private int defaultPoseIndex = 0;
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[Header("Input")]
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#if ENABLE_INPUT_SYSTEM
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[Tooltip("Key that cycles to the next pose (wraps at the end of the list).")]
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[SerializeField] private Key cycleKey = Key.C;
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#else
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[Tooltip("Key that cycles to the next pose (wraps at the end of the list).")]
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[SerializeField] private KeyCode cycleKey = KeyCode.C;
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#endif
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private PlayerCharacterController _player;
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private Animator _animator;
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private string _graphName; // cached so building the graph allocates no string from the Update path
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private int _currentIndex;
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// Playables: a held clip that overrides the Animator Controller while idle.
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private PlayableGraph _graph;
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private AnimationPlayableOutput _output;
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private AnimationClipPlayable _clipPlayable;
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private AnimationClip _activeClip;
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private bool _posePlaying;
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// Rest pose snapshot of the whole Animator subtree, taken in Awake before the Animator first
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// evaluates. An AnimationClipPlayable only writes the bones its curves cover, so a clip that
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// doesn't key a bone (an empty clip like the T-pose, or a partial one) would otherwise leave that
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// bone frozen on the previous animation. Restoring this before each pose start makes every pose
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// define the full body. meshOffsetTarget is an ancestor of the Animator, so it is never in this
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// set and the controller's lean/ceiling offset stays untouched.
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private Transform[] _restBones;
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private Vector3[] _restPos;
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private Quaternion[] _restRot;
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private Vector3[] _restScale;
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/// <summary>Index of the currently selected pose.</summary>
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public int CurrentIndex => _currentIndex;
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void Awake()
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{
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_player = GetComponent<PlayerCharacterController>();
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_animator = _player ? _player.animator : null;
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_graphName = $"{name}-Pose";
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if (_animator)
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CaptureRestPose();
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else
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Debug.LogWarning("[PlayerPoseController] No Animator on the PlayerCharacterController; poses cannot play.", this);
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}
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void Update()
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{
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if (CycleKeyPressed())
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NextPose();
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// Sprinting in any state (ground, air, wall, ceiling) snaps the selection back to the default
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// pose. Held continuously below, so the reset shows up immediately, not only once back on the floor.
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if (_player.IsSprinting)
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_currentIndex = WrapIndex(defaultPoseIndex);
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PlayerPose pose = ActivePose();
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// Hold the pose continuously — idle, walking, and sprinting alike — so a selection change
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// (cycling, or the sprint reset to the default pose above) shows immediately instead of only
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// once the player stops. PlayPose hands the rig back to the controller only when there is no
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// clip to play (empty list / null clip).
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PlayPose(pose ? pose.Clip : null);
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// Tell the controller the pose graph owns the Animator output so it stops poking the run-bool
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// (moot while overridden, and it would warn every frame). Read next frame, when this matches
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// the bound-graph state (both only change here).
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_player.AnimatorOverridden = _posePlaying;
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// Ceiling y-offset: only while stuck to the ceiling, routed through the controller so it
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// shares the wall-lean's single write of the model transform.
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float ceilingOffset = (pose && _player.IsOnCeiling) ? pose.CeilingYOffset : 0f;
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_player.SetPoseLocalYOffset(ceilingOffset);
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}
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void OnDisable()
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{
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// Hand the rig back to the Animator Controller and never leak a graph; rebuilt lazily on the
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// next idle frame. Also clear any ceiling offset we were holding.
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ReleasePose();
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if (_player)
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{
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_player.SetPoseLocalYOffset(0f);
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_player.AnimatorOverridden = false;
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}
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}
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/// <summary>Advances to the next pose, wrapping at the end of the list.</summary>
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public void NextPose() => SetPoseIndex(_currentIndex + 1);
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/// <summary>Steps back to the previous pose, wrapping at the start of the list.</summary>
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public void PreviousPose() => SetPoseIndex(_currentIndex - 1);
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/// <summary>Selects a pose by index, wrapping into range so cycling never goes out of bounds.</summary>
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public void SetPoseIndex(int index) => _currentIndex = WrapIndex(index);
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private int WrapIndex(int index)
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{
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int count = poses.Count;
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if (count == 0) return 0;
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return ((index % count) + count) % count;
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}
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private PlayerPose ActivePose()
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{
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if (poses.Count == 0) return null;
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return poses[Mathf.Clamp(_currentIndex, 0, poses.Count - 1)];
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}
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private bool CycleKeyPressed()
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{
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#if ENABLE_INPUT_SYSTEM
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var keyboard = Keyboard.current;
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return keyboard != null && keyboard[cycleKey].wasPressedThisFrame;
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#else
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return Input.GetKeyDown(cycleKey);
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#endif
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}
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/// <summary>
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/// Plays and holds the given clip through the Playables graph, overriding the Animator
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/// Controller. No-op while the same clip is already held, so idle re-apply never restarts it.
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/// A null clip (or no animator) releases back to the controller.
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/// </summary>
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private void PlayPose(AnimationClip clip)
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{
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if (!clip || !_animator)
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{
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ReleasePose();
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return;
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}
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if (_posePlaying && _activeClip == clip)
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return;
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if (!_graph.IsValid())
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{
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_graph = PlayableGraph.Create(_graphName);
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_graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
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_output = AnimationPlayableOutput.Create(_graph, "Pose", _animator);
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}
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if (_clipPlayable.IsValid())
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_graph.DestroyPlayable(_clipPlayable);
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// Snap un-keyed bones to rest first, so a partial or empty clip (e.g. the T-pose) defines the
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// whole body instead of inheriting the previous animation's pose. The clip then overrides the
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// bones it does key when the graph evaluates later this frame.
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ResetToRestPose();
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_clipPlayable = AnimationClipPlayable.Create(_graph, clip);
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_output.SetSourcePlayable(_clipPlayable);
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if (!_graph.IsPlaying())
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_graph.Play();
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_activeClip = clip;
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_posePlaying = true;
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}
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/// <summary>
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/// Snapshots every transform a pose clip can address (the Animator's whole subtree) in its
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/// authored rest pose. Taken in Awake before the Animator first evaluates, so it captures the rig
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/// at rest (the paintman rig's rest pose is its T-pose).
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/// </summary>
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private void CaptureRestPose()
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{
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_restBones = _animator.transform.GetComponentsInChildren<Transform>(true);
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int n = _restBones.Length;
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_restPos = new Vector3[n];
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_restRot = new Quaternion[n];
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_restScale = new Vector3[n];
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for (int i = 0; i < n; i++)
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{
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Transform t = _restBones[i];
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_restPos[i] = t.localPosition;
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_restRot[i] = t.localRotation;
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_restScale[i] = t.localScale;
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}
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}
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/// <summary>Restores the captured rest pose so an empty or partial pose clip fully defines the body.</summary>
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private void ResetToRestPose()
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{
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if (_restBones == null)
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return;
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for (int i = 0; i < _restBones.Length; i++)
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{
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Transform t = _restBones[i];
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if (!t)
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continue;
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t.localPosition = _restPos[i];
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t.localRotation = _restRot[i];
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t.localScale = _restScale[i];
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}
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}
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/// <summary>Destroys the graph so the Animator Controller (run/idle) drives the rig again.</summary>
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private void ReleasePose()
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{
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if (!_posePlaying)
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return;
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if (_graph.IsValid())
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_graph.Destroy();
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_graph = default;
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_output = default;
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_clipPlayable = default;
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_activeClip = null;
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_posePlaying = false;
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}
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}
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