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

namespace Rigging.Action
{

    public class Standing : RiggingActionBase
    {

        public Rigidbody[] rigsToLift; //Head, Torso

        public float force;

        protected override void OnFixedUpdate()
        {
            foreach (var rig in rigsToLift)
            {
                rig.AddForce(Vector3.up * force, ForceMode.Acceleration);
            }
        }


        //private void Stand(AnimationCurve curve)
        //{
        //    float num = 0f;
        //    if (input.isCrouching)
        //    {
        //        num = 0.35f;
        //    }
        //    float max = forceCapCurve.Evaluate(forceCapTime); // 力的上限
        //    RigidbodyMovment[] array = rigsToLift;
        //    foreach (RigidbodyMovment 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);
        //    }
        //}

    }

}