using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
///
/// 角色状态和信息
///
[DefaultExecutionOrder(-1)]
public class CharacterInformation : MonoBehaviour
{
#region 公有字段
[NonSerialized] public Transform rigRoot;
[NonSerialized] public Rigidbody[] rigs;
[NonSerialized] public Rigidbody head;
[NonSerialized] public bool isGrounded = false;
[NonSerialized] public float shortestDistanceFromHeadToGround;
[NonSerialized] public Vector3 landPosition;
[NonSerialized] public float sinceGrounded; // 从离开地面开始计时
[NonSerialized] public float sinceJumped;
[NonSerialized] public float sinceTurn; //
#endregion
#region 私有字段
private Transform m_HeadTransform;
private CheckForGroundCollision[] m_GroundCheckers;
#endregion
private void Start()
{
rigRoot = transform.Find("Rigidbodies");
rigs = rigRoot.gameObject.GetComponentsInChildren();
head = rigRoot.Find("Head").GetComponent();
m_GroundCheckers = GetComponentsInChildren();
m_HeadTransform = GetComponentInChildren().transform;
shortestDistanceFromHeadToGround = float.MaxValue;
}
public float GetTotalMass()
{
float mass = 0;
for(int i = 0; i < rigs.Length; ++i)
{
mass += rigs[i].mass;
}
return mass;
}
void FixedUpdate()
{
sinceTurn += Time.deltaTime;
isGrounded = false;
shortestDistanceFromHeadToGround = float.MaxValue;
for (int i = 0; i < m_GroundCheckers.Length; i++)
{
if (m_GroundCheckers[i].isGrounded)
{
float dist = Vector3.Distance(m_HeadTransform.position, m_GroundCheckers[i].collisionPosition);
if (dist < shortestDistanceFromHeadToGround)
{
shortestDistanceFromHeadToGround = dist;
landPosition = m_GroundCheckers[i].collisionPosition;
}
isGrounded = true;
}
}
if(!isGrounded)
{
sinceGrounded += Time.deltaTime;
}
else
{
sinceGrounded = 0;
}
}
public float HeadRayCast()
{
Ray ray = new Ray(head.transform.position, Vector3.down);
RaycastHit mhit;
if (Physics.Raycast(ray, out mhit, 20, 1 << 8))
{
float height = head.transform.position.y - mhit.point.y;
return height;
}
return shortestDistanceFromHeadToGround;
}
private void OnDrawGizmos()
{
//Gizmos.DrawSphere(m_HeadTransform.position, 0.1f);
//Gizmos.DrawSphere(landPosition, 0.1f);
}
}