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path: root/ActiveRagdoll/Assets/TABG/Scripts/Action/Standing.cs
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using Rigging.Data;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows;

namespace Rigging.Action
{

    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 AnimationCurve curve;

        protected override void OnStart()
        {
            standingData = player.status.standingData;

        }

        protected override void OnFixedUpdate()
        {
            Stand(curve);
        }


        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 = 100;
            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);
            }
        }

    }

}