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Toggle between animations and ragdoll
// MIT License
//
// Copyright (c) 2019 Sabresaurus
//
// 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 UnityEngine;
using System.Collections;
using UnityEngine.Serialization;
using System;
public class RagdollTest : MonoBehaviour
{
[SerializeField]
bool ragdollActive;
[AutoComponent(RecursiveDirection.Down, true)]
Rigidbody[] rigidbodies;
[AutoComponent]
Animator animator;
void Start()
{
AutoComponent.Setup(this);
// Set all the rigidbodies to kinematic, letting the animation control movement
for (int i = 0; i < rigidbodies.Length; i++)
{
rigidbodies[i].isKinematic = true;
}
}
public void ActivateRagdoll()
{
ragdollActive = true;
for (int i = 0; i < rigidbodies.Length; i++)
{
rigidbodies[i].isKinematic = false;
rigidbodies[i].gameObject.layer = Layers.Integer.IGNOREPLAYER;
}
animator.enabled = false;
}
void Update ()
{
if (ragdollActive)
{
ActivateRagdoll();
}
}
}
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