RoboticArms/Library/PackageCache/com.unity.animation.rigging@68167b505d2b/Runtime/AnimationRig/Rig.cs
2025-11-17 15:16:36 +07:00

47 lines
1.6 KiB
C#

using System.Collections.Generic;
namespace UnityEngine.Animations.Rigging
{
/// <summary>
/// The Rig component is used to group constraints under its GameObject local hierarchy.
/// </summary>
[DisallowMultipleComponent, AddComponentMenu("Animation Rigging/Setup/Rig")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.3/manual/RiggingWorkflow.html#rig-component")]
public class Rig : MonoBehaviour, IRigEffectorHolder
{
[SerializeField, Range(0f, 1f)]
private float m_Weight = 1f;
/// <summary>The weight given to this rig and its associated constraints. This is a value in between 0 and 1.</summary>
public float weight { get => m_Weight; set => m_Weight = Mathf.Clamp01(value); }
[SerializeField] private List<RigEffectorData> m_Effectors = new List<RigEffectorData>();
#if UNITY_EDITOR
/// <inheritdoc />
public IEnumerable<RigEffectorData> effectors { get => m_Effectors; }
/// <inheritdoc />
public void AddEffector(Transform transform, RigEffectorData.Style style)
{
var effector = new RigEffectorData();
effector.Initialize(transform, style);
m_Effectors.Add(effector);
}
/// <inheritdoc />
public void RemoveEffector(Transform transform)
{
m_Effectors.RemoveAll((RigEffectorData data) => data.transform == transform);
}
/// <inheritdoc />
public bool ContainsEffector(Transform transform)
{
return m_Effectors.Exists((RigEffectorData data) => data.transform == transform);
}
#endif
}
}