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-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs35
1 files changed, 32 insertions, 3 deletions
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs b/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs
index 5456faf..ce1018d 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Action/Balance.cs
@@ -4,17 +4,46 @@ using UnityEngine;
namespace Rigging.Action
{
+ //动作-控制双脚的位置,让双脚和双脚的中点尽可能和重心在水平的投影重合
public class Balance : RiggingActionBase
{
- public Rigidbody[] rigsToLift; //Head, Torso
+ public Rigidbody handLeft;
+ public Rigidbody handRight;
+ public Rigidbody footLeft; // kneeLeft
+ public Rigidbody footRight; // kneeRight
+ public Rigidbody hip;
- public float force;
+ private Vector3 centerOfMass; // 5.0759, 0, -7.2038
- private void FixedUpdate()
+ private Rigidbody[] allRigs//所有14个parts
{
+ get
+ {
+ return player.status.body.allRigs;
+ }
+ }
+
+ public float balanceForce;
+
+ public float footCenterForces;
+
+ private float muscleMultiplier; //1
+
+ private float crouchMultiplier = 1f; //1
+ protected override void OnStart()
+ {
+ handLeft = player.body.handLeft.GetComponent<Rigidbody>();
+ handRight = player.body.handRight.GetComponent<Rigidbody>();
+ footLeft = player.body.kneeLeft.GetComponent<Rigidbody>();
+ footRight = player.body.kneeRight.GetComponent<Rigidbody>();
+ hip = player.body.hip.GetComponent<Rigidbody>();
+ }
+
+ protected override void OnFixedUpdate()
+ {
}