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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);
// }
//}
}
}
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