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using UnityEngine;
public class IKArmMove : MonoBehaviour
{
private CharacterData data;
private PlayerVelocity rig;
public Transform target;
private Vector3 startPos;
private Holding holding;
private bool isActive;
private Vector3 velolcity;
private float sinceRaise = 10f;
private void Start()
{
data = GetComponentInParent<CharacterData>();
rig = GetComponentInParent<PlayerVelocity>();
startPos = target.localPosition;
holding = GetComponentInParent<Holding>();
}
private void Update()
{
isActive = false;
sinceRaise += TimeHandler.deltaTime;
if ((bool)holding.holdable && (bool)holding.holdable.rig && holding.holdable.rig.transform.position.x > rig.transform.position.x == base.transform.position.x > rig.transform.position.x)
{
target.position = holding.holdable.rig.transform.position;
velolcity = Vector3.zero;
isActive = true;
return;
}
Vector3 vector = base.transform.parent.TransformPoint(startPos) + ((sinceRaise < 0.3f) ? Vector3.up : Vector3.zero);
Vector3 vector2 = rig.velocity;
vector2.x *= 0.3f;
velolcity = FRILerp.Lerp(velolcity, (vector - target.position) * 15f, 15f);
target.position += velolcity * TimeHandler.deltaTime;
target.position += vector2 * -0.3f * TimeHandler.deltaTime;
}
public void RaiseHands()
{
if (!isActive)
{
sinceRaise = 0f;
velolcity += Vector3.up * 20f;
}
}
}
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