using UnityEngine; namespace Unity.Multiplayer.Samples.BossRoom.Visual { /// /// De-parents the boss's helmet when he is defeated. This prevents the helmet from jittering during the /// animation loop. The "boss defeat start" animation has an event that calls OnAnimEvent("HelmetLanded") /// right as the helmet hits the ground. That's what we listen for here. /// /// /// Without this code, the boss's helmet appears to "jiggle" a bit while the boss throws his temper-tantrum. /// The animation in the FBX keeps the helmet staying stationary, but it moves in-game due to animation /// compression and floating-point round off. Since the helmet is parented deep in the transform hierarchy, /// it's difficult to keep the helmet precisely still while all of its parent transforms are moving around wildly. /// /// We could get rid of the majority of the jiggle by disabling animation-compression on the FBX, but that could /// adversely impact performance. Since this is a special case, we deal with it via this special-case script. /// public class BossDeathHelmetHandler : MonoBehaviour { [SerializeField] [Tooltip("The transform of the boss's helmet, which will become de-parented when the boss is defeated")] Transform m_HelmetTransform; bool m_HasDeparentedHelmet; public void OnAnimEvent(string id) { if (id == "HelmetLanded" && !m_HasDeparentedHelmet) { m_HasDeparentedHelmet = true; m_HelmetTransform.parent = null; } } public void OnDestroy() { if (m_HasDeparentedHelmet && m_HelmetTransform) { // the boss is going away, so the helmet should go too! Destroy(m_HelmetTransform.gameObject); } } } }