public void MatchTarget (Vector3 matchPosition, Quaternion matchRotation, AvatarTarget targetBodyPart, MatchTargetWeightMask weightMask, float startNormalizedTime, float targetNormalizedTime= 1);

Parámetros

matchPositionLa posición que queremos que la parte del cuerpo alcance.
matchRotationLa rotación en la que queremos que la parte del cuerpo esté.
targetBodyPartLa parte del cuerpo que está involucrada en la coincidencia.
weightMaskEstructura que contiene los pesos para las posiciones y rotaciones que coinciden.
startNormalizedTimeTiempo inicial dentro del clip de animación (0 - al principio del clip, 1 - al final del clip).
targetNormalizedTimeEl tiempo de finalización dentro del clip de animación (0 - principio del clip, 1 - final del clip), se pueden establecer valores mayores que 1 para activar una coincidencia después de cierto número de loops (bucles). Ejemplo: 2.3 significa al 30% del 2do loop.
completeMatchAllows you to specify what should happen if the MatchTarget function is interrupted. A value of true causes the GameObject to immediately move to the matchPosition if interrupted. A value of false causes the GameObject to stay at its current position if interrupted.

Descripción

Automatically adjust the GameObject position and rotation.

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 normalized time and the clip can loop, MatchTarget will adjust the time to match the next clip loop. For example, start time= 0.2 normalized time = 0.3, start time will be 1.2. Animator.applyRootMotion must be enabled for MatchTarget to take effect.

using UnityEngine;

public class TargetMatchingManager : MonoBehaviour { public void MatchTarget(Vector3 matchPosition, Quaternion matchRotation, AvatarTarget target, MatchTargetWeightMask weightMask, float normalisedStartTime, float normalisedEndTime) { var animator = GetComponent<Animator>();

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); } }