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-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs2
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Data/Gravity.cs22
2 files changed, 9 insertions, 15 deletions
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs b/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs
index a003c4e..2e25b68 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs
@@ -80,7 +80,7 @@ namespace Rigging.Action
private void CenterLegs()
{
- using GLScope s = new GLScope(true);
+ using GLScope s = new GLScope(false);
Vector3 vector = footLeft.transform.position + footLeft.transform.forward * 0.5f;
Vector3 vector2 = footRight.transform.position + footRight.transform.forward * 0.5f;
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Data/Gravity.cs b/ActiveRagdoll/Assets/TABG/Scripts/Data/Gravity.cs
index a428536..1b24f51 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Data/Gravity.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Data/Gravity.cs
@@ -12,6 +12,10 @@ namespace Rigging.Data
private Rigidbody[] m_rigidbodies;
+ private float gravityMultiplier = 1;
+
+ private float scalingGravity = 60;
+
protected override void OnStart()
{
base.OnStart();
@@ -19,16 +23,10 @@ namespace Rigging.Data
m_rigidbodies = player.status.body.allRigs;
}
-
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
- //gravityMultiplier = Mathf.Clamp(ragdoll.notRagdollMultiplier, 0.3f, 1f);
- //if (interaction.hasTranscended)
- //{
- // gravityMultiplier *= 0.3f;
- //}
if (!(standingData.sinceGrounded > 0f))
{
return;
@@ -38,14 +36,10 @@ namespace Rigging.Data
if ((bool)m_rigidbodies[i])
{
float num = Mathf.Clamp(m_rigidbodies[i].drag / 7f, 1f, 2f);
- //num *= gravityMultiplier * standingData.sinceGrounded * scalingGravity * player.stats.gravityMultiplier;
- //gravForce = Vector3.down * num;
- //if (player.stats.gravityMultiplier < 0.99f)
- //{
- // gravForce += Vector3.up * 20f * (1f - player.stats.gravityMultiplier);
- //}
-
- m_rigidbodies[i].AddForce(Vector3.down * 5, ForceMode.Acceleration);
+ num *= gravityMultiplier * standingData.sinceGrounded * scalingGravity;
+ Vector3 gravForce = Vector3.down * num;
+
+ m_rigidbodies[i].AddForce(gravForce, ForceMode.Acceleration);
}
}