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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Rigging.Data
{

    public class StandingDataHandler : RiggingDataBase
    {

        public float sinceGrounded; // 离地时间

        public float sinceLanded;

        public bool isGrounded;

        public float distanceToGround = 1f;

        private bool hasRecievedTouchedGround;

        private MovementDataHandler movementData;

        protected override void OnStart()
        {
            movementData = player.status.movementData;
        }

        // 每帧都重置和刷新状态,而不是持续的维护bool值(容易出异常)
        protected override void OnFixedUpdate()
        {
            sinceGrounded += Time.fixedDeltaTime;//
            sinceLanded += Time.fixedDeltaTime;//
            if ((double)sinceGrounded > 0.1)
            {
                isGrounded = false;//
            }
        }

        protected override void OnLateUpdate()
        {
            hasRecievedTouchedGround = false;//
        }

        // 每帧都会检测和刷新状态,而不是维护bool值
        public void TouchGround(float distance, Vector3 normal)
        {
            //if (sinceGrounded > 0.5f && (bool)wobbleShake)
            //{
            //    wobbleShake.AddShake(-Vector3.up * 5f * Mathf.Pow(sinceGrounded, 1.5f), 0.8f);
            //}
            if (sinceGrounded > 0.5f)
            {
                Land(sinceGrounded);
            }
            sinceGrounded = 0f;
            isGrounded = true;
            if (distance > distanceToGround || !hasRecievedTouchedGround)
            {
                distanceToGround = distance;
            }
            hasRecievedTouchedGround = true;
            //moveMentData.SetSlope(normal);
        }

        private void Land(float landForce)
        {
            sinceLanded = 0f;
        }
    }

}