using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Windows; namespace Rigging.Action { public class Standing : RiggingActionBase { public Rigidbody[] rigsToLift; //Head, Torso public float force; protected override void OnFixedUpdate() { foreach (var rig in rigsToLift) { rig.AddForce(Vector3.up * force, ForceMode.Acceleration); } } //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); // } //} } }