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using Rigging.BodyPart;
using Rigging.Inputs;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Rigging.Action
{
public class Rotation : RiggingActionBase
{
public Transform rotationTarget;
public Rigidbody hip;
public Rigidbody torso;
public Rigidbody head;
public float rotationTorque;
public float clamp;
public InputHandler input;
//private PlayerDeath death;
[HideInInspector]
public float hipCorrectionAmount;
public bool useHip = true;
public bool useTorso = true;
public bool useHead = true;
protected override void OnStart()
{
rotationTarget = transform.root.GetComponentInChildren<RotationTarget>().transform;
hip = player.body.hip.rigidbody;
torso = player.body.torso.rigidbody;
head = player.body.head.rigidbody;
input = transform.root.GetComponentInChildren<InputHandler>();
}
protected override void OnFixedUpdate()
{
float num = head.transform.InverseTransformPoint(rotationTarget.position).x;
float num2 = torso.transform.InverseTransformPoint(rotationTarget.position).x;
hipCorrectionAmount = hip.transform.InverseTransformPoint(hip.transform.position + input.lastInputDirection * 10f).x;
float muscleFunction = 1;
float num3 = 0.3f;
if (input.inputMovementDirection.magnitude > 0.1f)
{
num3 = 1f;
}
if (clamp != 0f)
{
hipCorrectionAmount = Mathf.Clamp(hipCorrectionAmount, 0f - clamp, clamp);
num = Mathf.Clamp(num, 0f - clamp, clamp);
num2 = Mathf.Clamp(num2, 0f - clamp, clamp);
}
if (useHip)
{
hip.AddTorque(Vector3.up * muscleFunction * rotationTorque * num3 * hipCorrectionAmount, ForceMode.Acceleration);
}
if (useTorso)
{
torso.AddTorque(Vector3.up * muscleFunction * rotationTorque * num2, ForceMode.Acceleration);
}
if (useHead)
{
head.AddTorque(Vector3.up * muscleFunction * rotationTorque * num, ForceMode.Acceleration);
}
}
}
}
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