blob: a4eefd83fbc3b14da058b27402e8f40c6b32ed24 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
|
using Rigging.Data;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows;
namespace Rigging.Action
{
// 动作-保持站立,给head和torso施加力
public class Standing : RiggingActionBase
{
public RigidbodyMovement[] rigsToLift; //Head, Torso
public float offset = 0.95f;//0.95
private float muscleMultiplier = 1f;//1
private float standingMulti = 1f;
private StandingDataHandler standingData;
public AnimationParam<AnimationCurve> curves;
protected override void OnStart()
{
standingData = player.status.standingData;
curves.SetPlayer(player);
}
protected override void OnFixedUpdate()
{
Stand(curves.current);
}
private void Stand(AnimationCurve curve)
{
//float num = 0f;
//if (input.isCrouching)
//{
// num = 0.35f;
//}
//float max = forceCapCurve.Evaluate(forceCapTime); // 力的上限
float num = 0;
float max = 10000;
RigidbodyMovement[] array = rigsToLift;
foreach (RigidbodyMovement 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);
}
}
}
}
|