summaryrefslogtreecommitdiff
path: root/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs
diff options
context:
space:
mode:
Diffstat (limited to 'ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs')
-rw-r--r--ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs25
1 files changed, 23 insertions, 2 deletions
diff --git a/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs b/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs
index 91365a4..dd9a62c 100644
--- a/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs
+++ b/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs
@@ -1,18 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.Windows;
namespace Rigging.Action
{
- public class Standing : MonoBehaviour
+ public class Standing : RiggingActionBase
{
public Rigidbody[] rigsToLift; //Head, Torso
public float force;
- private void FixedUpdate()
+ protected override void OnFixedUpdate()
{
foreach (var rig in rigsToLift)
{
@@ -20,6 +21,26 @@ namespace Rigging.Action
}
}
+
+ //private void Stand(AnimationCurve curve)
+ //{
+ // float num = 0f;
+ // if (input.isCrouching)
+ // {
+ // num = 0.35f;
+ // }
+ // float max = forceCapCurve.Evaluate(forceCapTime); // 力的上限
+ // RigidbodyMovment[] array = rigsToLift;
+ // foreach (RigidbodyMovment rigidbodyMovment in array)
+ // {
+ // // 施加一个向上的垂直向上的力,把角色吊起来
+ // Vector3 forceDir = Vector3.up;
+ // float forceMagnitude = standingMulti * muscleMultiplier * rigidbodyMovment.force * Mathf.Clamp(curve.Evaluate(standingData.distanceToGround / base.transform.localScale.x + num + offset + moveData.slopeVelocityStrenght * -0.2f), -100f, max);
+ // rigidbodyMovment.rig.AddForce(
+ // forceDir * forceMagnitude, ForceMode.Acceleration);
+ // }
+ //}
+
}
}