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using System.Collections.Generic;
using UnityEngine;
public class LegRenderer : MonoBehaviour
{
public Transform start;
public Transform mid;
public Transform end;
public int segmentCount = 10;
public GameObject segment;
public float segmentLength = 1f;
private List<Transform> segments = new List<Transform>();
private void Awake()
{
for (int i = 0; i < segmentCount; i++)
{
GameObject gameObject = Object.Instantiate(segment, base.transform);
gameObject.SetActive(value: true);
segments.Add(gameObject.transform);
if (i == segmentCount - 1)
{
gameObject.transform.localScale *= 0f;
}
}
}
private void LateUpdate()
{
for (int i = 0; i < segments.Count; i++)
{
float t = (float)i / ((float)segments.Count - 1f);
_ = Vector3.zero;
if (i == 0)
{
_ = segments[i + 1].position - segments[i].position;
}
else if (i == segments.Count - 1)
{
_ = segments[i].position - segments[i - 1].position;
}
else
{
Vector3 vector = segments[i].position - segments[i - 1].position;
Vector3 vector2 = segments[i + 1].position - segments[i].position;
_ = (vector + vector2) * 0.5f;
}
segments[i].position = BezierCurve.QuadraticBezier(start.position, mid.position, end.position, t);
}
for (int j = 0; j < segments.Count; j++)
{
_ = (float)j / ((float)segments.Count - 1f);
Vector3 zero = Vector3.zero;
if (j == 0)
{
zero = segments[j + 1].position - segments[j].position;
}
else if (j == segments.Count - 1)
{
zero = segments[j].position - segments[j - 1].position;
}
else
{
Vector3 vector3 = segments[j].position - segments[j - 1].position;
Vector3 vector4 = segments[j + 1].position - segments[j].position;
zero = (vector3 + vector4) * 0.5f;
}
segments[j].rotation = Quaternion.LookRotation(Vector3.forward, zero);
}
}
}
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