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path: root/ActiveRagdoll/Assets/TABG/Scripts/Data/MovementDataHandler.cs
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using Rigging.BodyPart;
using Rigging.Debugging;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Rigging.Data
{
    public class MovementDataHandler : RiggingDataBase
    {

        [HideInInspector, NonSerialized]
        public Vector3 groundedForward;

        [HideInInspector, NonSerialized]
        public Vector3 right;

        [HideInInspector, NonSerialized]
        public Vector3 left;

        [HideInInspector, NonSerialized]
        public Vector3 groundedBack;

        [HideInInspector, NonSerialized]
        public float sinceJump = 1f;

        [HideInInspector, NonSerialized]
        public float slopeStrenght;

        public Transform rotationTarget;

        private Rigging.BodyPart.Hip hip;

        protected override void OnStart()
        {
            base.OnStart();

            hip = player.body.hip;
        }

        private void Update()
        {
            sinceJump += Time.deltaTime;
            groundedForward = rotationTarget.forward;
            groundedForward.y = slopeStrenght * 1f;
            groundedForward = groundedForward.normalized;
            groundedBack = -groundedForward;
            right = rotationTarget.right;
            left = -rotationTarget.right;
            slopeStrenght = Mathf.Lerp(slopeStrenght, 0f, Time.deltaTime * 1f);

            //GLHandle.DrawLine(hip.transform.position, hip.transform.position + groundedForward * 10f);
        }
    }

}