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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Rigging.Data
{
public class Gravity : RiggingDataBase
{
private StandingDataHandler standingData;
private Rigidbody[] m_rigidbodies;
protected override void OnStart()
{
base.OnStart();
standingData = player.status.standingData;
m_rigidbodies = player.status.body.allRigs;
}
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
//gravityMultiplier = Mathf.Clamp(ragdoll.notRagdollMultiplier, 0.3f, 1f);
//if (interaction.hasTranscended)
//{
// gravityMultiplier *= 0.3f;
//}
if (!(standingData.sinceGrounded > 0f))
{
return;
}
for (int i = 0; i < m_rigidbodies.Length; i++)
{
if ((bool)m_rigidbodies[i])
{
float num = Mathf.Clamp(m_rigidbodies[i].drag / 7f, 1f, 2f);
//num *= gravityMultiplier * standingData.sinceGrounded * scalingGravity * player.stats.gravityMultiplier;
//gravForce = Vector3.down * num;
//if (player.stats.gravityMultiplier < 0.99f)
//{
// gravForce += Vector3.up * 20f * (1f - player.stats.gravityMultiplier);
//}
m_rigidbodies[i].AddForce(Vector3.down * 5, ForceMode.Acceleration);
}
}
}
}
}
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