public void ResetToInitialPosition()
{
playerId = 0;
if (bones == null)
return;
// For each bone that was defined, reset to initial position.
transform.rotation = Quaternion.identity;
for (int pass = 0; pass < 2; pass++) // 2 passes because clavicles are at the end
{
for (int i = 0; i < bones.Length; i++)
{
if (bones[i] != null)
{
bones[i].rotation = initialRotations[i];
}
}
}
// if(bodyRoot != null)
// {
// bodyRoot.localPosition = Vector3.zero;
// bodyRoot.localRotation = Quaternion.identity;
// }
// Restore the offset's position and rotation
if (offsetNode != null)
{
offsetNode.transform.position = offsetNodePos;
offsetNode.transform.rotation = offsetNodeRot;
}
transform.position = initialPosition;
transform.rotation = initialRotation;
}