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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;
private float gravityMultiplier = 1;
private float scalingGravity = 60;
protected override void OnStart()
{
base.OnStart();
standingData = player.status.standingData;
m_rigidbodies = player.status.body.allRigs;
}
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
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;
Vector3 gravForce = Vector3.down * num;
m_rigidbodies[i].AddForce(gravForce, ForceMode.Acceleration);
}
}
}
}
}
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