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path: root/ActiveRagdoll/Assets/TABG/Scripts/Data/Gravity.cs
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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);
                }
            }

        }


    }

}