using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Rigging.Data { public class Gravity : RiggingDataBase { private StandingDataHandler standingData; private Rigidbody[] m_rigidbodies; protected override void OnStart() { base.OnStart(); standingData = player.status.standingData; 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; } for (int i = 0; i < m_rigidbodies.Length; i++) { 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); } } } } }