using Rigging.BodyPart; using Rigging.Debugging; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Rigging.Data { public class MovementDataHandler : RiggingDataBase { [HideInInspector, NonSerialized] public Vector3 groundedForward; [HideInInspector, NonSerialized] public Vector3 right; [HideInInspector, NonSerialized] public Vector3 left; [HideInInspector, NonSerialized] public Vector3 groundedBack; [HideInInspector, NonSerialized] public float sinceJump = 1f; [HideInInspector, NonSerialized] public float slopeStrenght; public Transform rotationTarget; private Rigging.BodyPart.Hip hip; protected override void OnStart() { base.OnStart(); hip = player.body.hip; } private void Update() { sinceJump += Time.deltaTime; groundedForward = rotationTarget.forward; groundedForward.y = slopeStrenght * 1f; groundedForward = groundedForward.normalized; groundedBack = -groundedForward; right = rotationTarget.right; left = -rotationTarget.right; slopeStrenght = Mathf.Lerp(slopeStrenght, 0f, Time.deltaTime * 1f); //GLHandle.DrawLine(hip.transform.position, hip.transform.position + groundedForward * 10f); } } }