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path: root/ActiveRagdoll/Assets/TABG/Scripts/Data/StepHandler.cs
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using Rigging.BodyPart;
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 Step steps;

        public bool isLeft;//左脚还是右脚在前面

        private float counter;

        private Transform leftLeg;

        private Transform rightLeg;

        private AnimationHandler animationHandler;

        private Transform hip;

        protected override void OnStart()
        {
            if (staticCounter == 0f)
            {
                leftLeg = player.body.legLeft.transform;
                rightLeg = player.body.legRight.transform;
//                animationHandler = GetComponent<AnimationHandler>();
                hip = player.body.hip.transform;
            }
        }

        protected override void OnUpdate()
        {
            counter += Time.deltaTime;
            if (staticCounter != 0f)
            {
                if (counter > staticCounter)
                {
                    Switch();
                }
            }
            else if (counter > steps.minTime 
                && (steps.minAngle == 0f || steps.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()
        {
            isLeft = !isLeft;
            counter = 0f;
        }

    }

}