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authorchai <215380520@qq.com>2024-04-17 01:23:53 +0800
committerchai <215380520@qq.com>2024-04-17 01:23:53 +0800
commit42d8f6778684f3af761c3355cd5eadce8edba491 (patch)
tree5d312d79fc2e00003e651055045275a8b6726ece /ActiveRagdoll/Assets/TABG/Scripts
parent7af1acc694a14570a86b9dc432f3766e0ff9bbe2 (diff)
* run
Diffstat (limited to 'ActiveRagdoll/Assets/TABG/Scripts')
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Action/Movement.cs13
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Animation/AnimationObject.cs27
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Body/LegRight.cs2
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Data/SetAnimationByInput.cs2
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Data/StepHandler.cs27
5 files changed, 21 insertions, 50 deletions
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Action/Movement.cs b/ActiveRagdoll/Assets/TABG/Scripts/Action/Movement.cs
index 8cc245d..67e9a05 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Action/Movement.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Action/Movement.cs
@@ -1,5 +1,6 @@
using Rigging.Data;
using Rigging.Inputs;
+using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -18,8 +19,6 @@ namespace Rigging.Action
public AnimationParam<float> animationForceAmounts;
- private AnimationHandler animationHandler;
-
private RigidbodyHolder allRigs;
public AnimationCurve jumpCurve;
@@ -30,21 +29,14 @@ namespace Rigging.Action
private MovementDataHandler data;
- //private PlayerDeath death;
-
- [HideInInspector]
+ [HideInInspector, NonSerialized]
public float multiplier = 1f;
- //private WobbleShake wobbleShake;
-
protected override void OnStart()
{
animationForceAmounts.SetPlayer(player);
- //wobbleShake = GetComponentInChildren<WobbleShake>();
- //death = GetComponent<PlayerDeath>();
standingData = player.status.standingData;
inputHandler = player.input;
- animationHandler = player.status.animation;
allRigs = player.status.body;
data = player.status.movementData;
}
@@ -64,7 +56,6 @@ namespace Rigging.Action
{
data.sinceJump = 0f;
StartCoroutine(AddJumpForce());
- //wobbleShake.AddShake(Vector3.up * 2f, 0.8f);
}
}
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Animation/AnimationObject.cs b/ActiveRagdoll/Assets/TABG/Scripts/Animation/AnimationObject.cs
index b7ef84a..a194cf1 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Animation/AnimationObject.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Animation/AnimationObject.cs
@@ -33,22 +33,13 @@ namespace Rigging.Animations
public bool dontAnimateIfHoldingSomething;
- //private Holding holding;
-
- private AnimationHandler animationHandler;
-
- //private PlayerDeath death;
-
private float muscleMultiplier = 1f;
private void Start()
{
- animationHandler = base.transform.root.GetComponentInChildren<AnimationHandler>();
rig = GetComponent<Rigidbody>();
stepHandler = base.transform.root.GetComponentInChildren<StepHandler>();
- //holding = base.transform.root.GetComponent<Holding>();
- //death = base.transform.root.GetComponent<PlayerDeath>();
- Hip componentInChildren = base.transform.root.GetComponentInChildren<Hip>();
+ Rigging.BodyPart.Hip componentInChildren = base.transform.root.GetComponentInChildren<Rigging.BodyPart.Hip>();
if ((bool)componentInChildren)
{
hip = componentInChildren.transform;
@@ -59,22 +50,6 @@ namespace Rigging.Animations
private void FixedUpdate()
{
-
- return;
- //if ((bool)death)
- //{
- // if (death.muscleFunction < 0f)
- // {
- // return;
- // }
- // muscleMultiplier = death.muscleFunction;
- //}
- //if ((!holding || !dontAnimateIfHoldingSomething || !holding.heldObject) && animationHandler.animationState < animations.Length)
- //{
- // SetMultiplier();
- // AddTorque();
- // AddForce();
- //}
SetMultiplier();
AddTorque();
AddForce();
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Body/LegRight.cs b/ActiveRagdoll/Assets/TABG/Scripts/Body/LegRight.cs
index 77281a1..f690825 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Body/LegRight.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Body/LegRight.cs
@@ -3,7 +3,7 @@ using UnityEngine;
namespace Rigging.BodyPart
{
- public class LegRight : MonoBehaviour
+ public class LegRight : BodyPartBase
{
private void Start()
{
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Data/SetAnimationByInput.cs b/ActiveRagdoll/Assets/TABG/Scripts/Data/SetAnimationByInput.cs
index 98444e3..c2a206b 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Data/SetAnimationByInput.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Data/SetAnimationByInput.cs
@@ -25,7 +25,7 @@ namespace Rigging.Data
{
if ((double)standingData.sinceGrounded > 0.2)
{
- anim.animationState = 3; // jump
+ //anim.animationState = 3; // jump
}
else if (input.inputMovementDirection.magnitude > 0.1f)
{
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Data/StepHandler.cs b/ActiveRagdoll/Assets/TABG/Scripts/Data/StepHandler.cs
index 3caa488..4e6ebed 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Data/StepHandler.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Data/StepHandler.cs
@@ -1,4 +1,5 @@
using Rigging.BodyPart;
+using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -15,15 +16,13 @@ namespace Rigging.Data
public bool isLeft;//左脚还是右脚在前面
- private float counter;
+ public float counter;
- private Transform leftLeg;
+ public Transform leftLeg;
- private Transform rightLeg;
+ public Transform rightLeg;
- private AnimationHandler animationHandler;
-
- private Transform hip;
+ public Transform hip;
protected override void OnStart()
{
@@ -31,7 +30,6 @@ namespace Rigging.Data
{
leftLeg = player.body.legLeft.transform;
rightLeg = player.body.legRight.transform;
- animationHandler = player.status.animation;
hip = player.body.hip.transform;
}
steps.SetPlayer(player);
@@ -47,9 +45,11 @@ namespace Rigging.Data
Switch();
}
}
- else if (counter > steps.current.minTime
- && (steps.current.minAngle == 0f || steps.current.minAngle < Vector3.Angle(leftLeg.forward, rightLeg.forward))
- && isLeft == hip.InverseTransformPoint(leftLeg.position + leftLeg.forward).z > hip.InverseTransformPoint(rightLeg.position + rightLeg.forward).z)
+ else if ( counter > steps.current.minTime
+ //&& (steps.current.minAngle == 0f || steps.current.minAngle < Vector3.Angle(leftLeg.forward, rightLeg.forward))
+ //&& (steps.current.minAngle == 0f || steps.current.minAngle < Vector3.Angle(leftLeg.forward, rightLeg.forward))
+ //&& isLeft == hip.InverseTransformPoint(leftLeg.position + leftLeg.forward).z > hip.InverseTransformPoint(rightLeg.position + rightLeg.forward).z
+ )
{
Switch();
}
@@ -61,6 +61,11 @@ namespace Rigging.Data
counter = 0f;
}
+ public void OnGUI()
+ {
+ GUILayout.Label(isLeft.ToString());
+ }
+
}
-} \ No newline at end of file
+} \ No newline at end of file