Created
January 26, 2019 19:44
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Basic script for more realistic eye movements. Eyes will snap to a set of targets.
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class EyeController : MonoBehaviour { | |
public GameObject eyeForward; | |
public GameObject[] eyes; | |
public GameObject mainTarget; | |
public GameObject[] otherTargets; | |
private float MaxAngle = 0.93f; | |
private float RVal = 0.0f; | |
// Update is called once per frame | |
void Update () { | |
if(Random.value < 0.025f) | |
RVal = (Random.value-0.5f) * 0.08f; | |
Vector3 targetPos = mainTarget.transform.position; | |
// Find the best target.. | |
var offs = (targetPos - eyeForward.transform.position).normalized; | |
float bestAng = Vector3.Dot(eyeForward.transform.forward, offs) - RVal; | |
if(bestAng < MaxAngle) { | |
foreach(var targ in otherTargets) { | |
var offs1 = (targ.transform.position - eyeForward.transform.position).normalized; | |
var newAng = Vector3.Dot(eyeForward.transform.forward, offs1); | |
if(newAng > bestAng) { | |
bestAng = newAng; | |
targetPos = targ.transform.position; | |
} | |
} | |
} | |
// don't have eyes try to go too far.. | |
if(bestAng < MaxAngle) { | |
targetPos = eyeForward.transform.position + eyeForward.transform.forward; | |
} | |
foreach(var eye in eyes) { | |
var targetOffs = (targetPos - eye.transform.position).normalized; | |
var rot = Quaternion.LookRotation(targetOffs, eye.transform.parent.up); | |
eye.transform.rotation = Quaternion.Slerp(eye.transform.rotation, rot, 50.0f * Time.deltaTime); | |
} | |
} | |
} |
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