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using Rigging.BodyPart;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Rigging.Data
{
//Player <StepHandler> 更新脚步切换状态,返回哪个脚在前,哪个在后,配合AnimationObject使用
public class StepHandler : RiggingDataBase
{
public float staticCounter;
public AnimationParam<Step> steps;
public bool isLeft;//左脚还是右脚在前面
public float counter;
public Transform leftLeg;
public Transform rightLeg;
public Transform hip;
protected override void OnStart()
{
if (staticCounter == 0f)
{
leftLeg = player.body.legLeft.transform;
rightLeg = player.body.legRight.transform;
hip = player.body.hip.transform;
}
steps.SetPlayer(player);
}
protected override void OnUpdate()
{
counter += Time.deltaTime;
if (staticCounter != 0f)
{
if (counter > staticCounter)
{
Switch();
}
}
else if ( counter > steps.current.minTime
&& player.status.animation.animationState > 0 // 非standing
&& (steps.current.minAngle == 0f || steps.current.minAngle < Vector3.Angle(leftLeg.forward, rightLeg.forward))
&& isLeft == hip.InverseTransformPoint(leftLeg.position + leftLeg.forward).z > hip.InverseTransformPoint(rightLeg.position + rightLeg.forward).z//
)
{
Switch();
}
}
private void Switch()
{
//Debug.Log(counter);
isLeft = !isLeft;
counter = 0f;
}
public void OnGUI()
{
GUILayout.Label(isLeft.ToString());
}
}
}
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