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-rw-r--r--CreepyRobots.csproj3
-rw-r--r--GameMode.cs2
-rw-r--r--_ActiveRagdoll/Actions/Gravity.cs (renamed from _ActiveRagdoll/Gravity.cs)15
-rw-r--r--_ActiveRagdoll/Actions/Holding.cs (renamed from _ActiveRagdoll/Holding.cs)0
-rw-r--r--_ActiveRagdoll/Actions/PlayerDeath.cs (renamed from _ActiveRagdoll/PlayerDeath.cs)1
-rw-r--r--_ActiveRagdoll/Actions/PlayerKnockback.cs (renamed from _ActiveRagdoll/PlayerKnockback.cs)5
-rw-r--r--_ActiveRagdoll/Actions/SetAnimationByInput.cs (renamed from _ActiveRagdoll/SetAnimationByInput.cs)1
-rw-r--r--_ActiveRagdoll/Actions/SetAnimationByVelocity.cs (renamed from _ActiveRagdoll/SetAnimationByVelocity.cs)0
-rw-r--r--_ActiveRagdoll/Actions/StayInPlace.cs (renamed from _ActiveRagdoll/StayInPlace.cs)9
-rw-r--r--_ActiveRagdoll/Handlers/AnimationHandler.cs9
-rw-r--r--_ActiveRagdoll/Handlers/DragHandler.cs (renamed from _ActiveRagdoll/DragHandler.cs)1
-rw-r--r--_ActiveRagdoll/Handlers/FootHandler.cs (renamed from _ActiveRagdoll/FootHandler.cs)0
-rw-r--r--_ActiveRagdoll/Handlers/HeadCollisionHandler.cs (renamed from _ActiveRagdoll/HeadCollisionHandler.cs)0
-rw-r--r--_ActiveRagdoll/Handlers/RagdollHandler.cs (renamed from _ActiveRagdoll/RagdollHandler.cs)4
-rw-r--r--_ActiveRagdoll/Handlers/RigidbodyHolder.cs (renamed from _ActiveRagdoll/RigidbodyHolder.cs)1
-rw-r--r--_ActiveRagdoll/Handlers/RotationHandler.cs (renamed from _ActiveRagdoll/RotationHandler.cs)0
-rw-r--r--_ActiveRagdoll/Handlers/StandingDataHandler.cs (renamed from _ActiveRagdoll/StandingDataHandler.cs)2
-rw-r--r--_ActiveRagdoll/Handlers/WeaponHandler.cs (renamed from _ActiveRagdoll/WeaponHandler.cs)0
-rw-r--r--_ActiveRagdoll/HasControl.cs3
-rw-r--r--_ActiveRagdoll/SetRigidbodySettings.cs4
-rw-r--r--_Debug/REPL.cs28
21 files changed, 53 insertions, 35 deletions
diff --git a/CreepyRobots.csproj b/CreepyRobots.csproj
index 4a8859f..4130888 100644
--- a/CreepyRobots.csproj
+++ b/CreepyRobots.csproj
@@ -180,9 +180,6 @@
<HintPath>..\CreepyRobots_Data\Managed\UnityEngine.WindModule.dll</HintPath>
</Reference>
</ItemGroup>
- <ItemGroup>
- <Folder Include="_ActiveRagdoll\Actions\" />
- </ItemGroup>
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="D:\Documents\Unity\Decompile\CreepyRobots\copy_dll.cmd" />
</Target>
diff --git a/GameMode.cs b/GameMode.cs
index 5b03929..5529231 100644
--- a/GameMode.cs
+++ b/GameMode.cs
@@ -30,7 +30,7 @@ public class GameMode : MonoBehaviour
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
- Invoke("DebugGame", 3);
+ Invoke("DebugGame", 1);
Init();
while (true)
diff --git a/_ActiveRagdoll/Gravity.cs b/_ActiveRagdoll/Actions/Gravity.cs
index f646f0c..42f3125 100644
--- a/_ActiveRagdoll/Gravity.cs
+++ b/_ActiveRagdoll/Actions/Gravity.cs
@@ -2,11 +2,11 @@ using UnityEngine;
public class Gravity : MonoBehaviour
{
- public float baseGravity;
+ public float baseGravity;//5
- public float scalingGravity;
+ public float scalingGravity;//70
- private RigidbodyHolder allRigs;
+ private RigidbodyHolder allRigs;//14个全部
private StandingDataHandler standingData;
@@ -30,8 +30,13 @@ public class Gravity : MonoBehaviour
}
for (int i = 0; i < allRigs.GetAllRigs().Length; i++)
{
- allRigs.GetAllRigs()[i].AddForce(Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded, ForceMode.Acceleration);
- }
+ // standingData.sinceGrounded是离地时间
+ Vector3 g = Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded;
+ // 重力=持久的基础重力+随着离地状态变化的重力,离地时增加额外重力
+ allRigs.GetAllRigs()[i].AddForce(g, ForceMode.Acceleration);
+ //Debug.Log(g);
+ //Debug.Log(standingData.sinceGrounded);
+ }
if ((bool)holding)
{
if ((bool)holding.heldObject)
diff --git a/_ActiveRagdoll/Holding.cs b/_ActiveRagdoll/Actions/Holding.cs
index eb27095..eb27095 100644
--- a/_ActiveRagdoll/Holding.cs
+++ b/_ActiveRagdoll/Actions/Holding.cs
diff --git a/_ActiveRagdoll/PlayerDeath.cs b/_ActiveRagdoll/Actions/PlayerDeath.cs
index ec0813a..637e713 100644
--- a/_ActiveRagdoll/PlayerDeath.cs
+++ b/_ActiveRagdoll/Actions/PlayerDeath.cs
@@ -1,5 +1,6 @@
using UnityEngine;
+//Player PlayerDeath 动作-角色死亡
public class PlayerDeath : MonoBehaviour
{
public bool dead;
diff --git a/_ActiveRagdoll/PlayerKnockback.cs b/_ActiveRagdoll/Actions/PlayerKnockback.cs
index 89fffb8..d4839bf 100644
--- a/_ActiveRagdoll/PlayerKnockback.cs
+++ b/_ActiveRagdoll/Actions/PlayerKnockback.cs
@@ -1,8 +1,9 @@
using UnityEngine;
+//Player PlayerKnockback 动作-击退
public class PlayerKnockback : MonoBehaviour
{
- private RigidbodyHolder allRigs;
+ private RigidbodyHolder allRigs;//14
private StandingDataHandler standing;
@@ -17,7 +18,7 @@ public class PlayerKnockback : MonoBehaviour
private void Update()
{
- if (Input.GetKeyDown(KeyCode.K))
+ if (Input.GetKeyDown(KeyCode.K)) //kill
{
AddSeriousKnockback();
}
diff --git a/_ActiveRagdoll/SetAnimationByInput.cs b/_ActiveRagdoll/Actions/SetAnimationByInput.cs
index cc50e5a..41948ec 100644
--- a/_ActiveRagdoll/SetAnimationByInput.cs
+++ b/_ActiveRagdoll/Actions/SetAnimationByInput.cs
@@ -1,5 +1,6 @@
using UnityEngine;
+//Player SetAnimationByInput 根据键盘输入切换动作
public class SetAnimationByInput : MonoBehaviour
{
private InputHandler input;
diff --git a/_ActiveRagdoll/SetAnimationByVelocity.cs b/_ActiveRagdoll/Actions/SetAnimationByVelocity.cs
index c737363..c737363 100644
--- a/_ActiveRagdoll/SetAnimationByVelocity.cs
+++ b/_ActiveRagdoll/Actions/SetAnimationByVelocity.cs
diff --git a/_ActiveRagdoll/StayInPlace.cs b/_ActiveRagdoll/Actions/StayInPlace.cs
index d10ebba..c8bdf4b 100644
--- a/_ActiveRagdoll/StayInPlace.cs
+++ b/_ActiveRagdoll/Actions/StayInPlace.cs
@@ -1,12 +1,13 @@
using UnityEngine;
+//Player StayInPlace 动作-移动到停止时停下来
public class StayInPlace : MonoBehaviour
{
private InputHandler input;
- public Rigidbody rig;
+ public Rigidbody rig; // Hip
- public float force;
+ public float force;// 100
private Vector3 stopPosition;
@@ -33,12 +34,12 @@ public class StayInPlace : MonoBehaviour
return;
}
strength = str.strength;
- if (input.inputMovementDirection.magnitude > 0.1f)
+ if (input.inputMovementDirection.magnitude > 0.1f) // 移动
{
stopPosition = rig.position + rig.velocity * 0.25f;
isBroken = false;
}
- else if (!isBroken)
+ else if (!isBroken) // 移动到停下
{
if (Vector3.Distance(stopPosition, rig.position) > 1f)
{
diff --git a/_ActiveRagdoll/Handlers/AnimationHandler.cs b/_ActiveRagdoll/Handlers/AnimationHandler.cs
index 382b3a5..437a8dd 100644
--- a/_ActiveRagdoll/Handlers/AnimationHandler.cs
+++ b/_ActiveRagdoll/Handlers/AnimationHandler.cs
@@ -3,7 +3,14 @@ using UnityEngine;
//Player AnimationHandler 记录当前动作状态编号
public class AnimationHandler : MonoBehaviour
{
- public int animationState;
+ /*
+ 0 Stand
+ 1 Sprint
+ 2 Run
+ 3 Jump
+ */
+
+ public int animationState;
private void Start()
{
diff --git a/_ActiveRagdoll/DragHandler.cs b/_ActiveRagdoll/Handlers/DragHandler.cs
index adb8df4..5f6556c 100644
--- a/_ActiveRagdoll/DragHandler.cs
+++ b/_ActiveRagdoll/Handlers/DragHandler.cs
@@ -1,5 +1,6 @@
using UnityEngine;
+// 设置当前骨骼的drag和angularDrag
public class DragHandler : MonoBehaviour
{
private float drag;
diff --git a/_ActiveRagdoll/FootHandler.cs b/_ActiveRagdoll/Handlers/FootHandler.cs
index 7343e21..7343e21 100644
--- a/_ActiveRagdoll/FootHandler.cs
+++ b/_ActiveRagdoll/Handlers/FootHandler.cs
diff --git a/_ActiveRagdoll/HeadCollisionHandler.cs b/_ActiveRagdoll/Handlers/HeadCollisionHandler.cs
index c929f0e..c929f0e 100644
--- a/_ActiveRagdoll/HeadCollisionHandler.cs
+++ b/_ActiveRagdoll/Handlers/HeadCollisionHandler.cs
diff --git a/_ActiveRagdoll/RagdollHandler.cs b/_ActiveRagdoll/Handlers/RagdollHandler.cs
index ca52b8d..29daa68 100644
--- a/_ActiveRagdoll/RagdollHandler.cs
+++ b/_ActiveRagdoll/Handlers/RagdollHandler.cs
@@ -2,9 +2,9 @@ using UnityEngine;
public class RagdollHandler : MonoBehaviour
{
- public float ragdollValue = 1f;
+ public float ragdollValue = 1f;//1
- private RigidbodyHolder rigs;
+ private RigidbodyHolder rigs;//14
private void Start()
{
diff --git a/_ActiveRagdoll/RigidbodyHolder.cs b/_ActiveRagdoll/Handlers/RigidbodyHolder.cs
index 796f77a..3ef0c54 100644
--- a/_ActiveRagdoll/RigidbodyHolder.cs
+++ b/_ActiveRagdoll/Handlers/RigidbodyHolder.cs
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
+// 保存所有14个骨骼
public class RigidbodyHolder : MonoBehaviour
{
private Rigidbody[] allRigs;
diff --git a/_ActiveRagdoll/RotationHandler.cs b/_ActiveRagdoll/Handlers/RotationHandler.cs
index ee33545..ee33545 100644
--- a/_ActiveRagdoll/RotationHandler.cs
+++ b/_ActiveRagdoll/Handlers/RotationHandler.cs
diff --git a/_ActiveRagdoll/StandingDataHandler.cs b/_ActiveRagdoll/Handlers/StandingDataHandler.cs
index 10a1473..a72ec09 100644
--- a/_ActiveRagdoll/StandingDataHandler.cs
+++ b/_ActiveRagdoll/Handlers/StandingDataHandler.cs
@@ -4,7 +4,7 @@ public class StandingDataHandler : MonoBehaviour
{
public Rigidbody mainRig;
- public float sinceGrounded;
+ public float sinceGrounded; // 离地时间
public float sinceLanded;
diff --git a/_ActiveRagdoll/WeaponHandler.cs b/_ActiveRagdoll/Handlers/WeaponHandler.cs
index 7b3d80f..7b3d80f 100644
--- a/_ActiveRagdoll/WeaponHandler.cs
+++ b/_ActiveRagdoll/Handlers/WeaponHandler.cs
diff --git a/_ActiveRagdoll/HasControl.cs b/_ActiveRagdoll/HasControl.cs
index dde8ad6..0759eb1 100644
--- a/_ActiveRagdoll/HasControl.cs
+++ b/_ActiveRagdoll/HasControl.cs
@@ -1,10 +1,11 @@
using UnityEngine;
+// 批量控制某些go的显示和隐藏
public class HasControl : MonoBehaviour
{
public bool hasControl = true;
- public GameObject[] objectsToRemove;
+ public GameObject[] objectsToRemove;//MainCamera ScreenShake
private void Awake()
{
diff --git a/_ActiveRagdoll/SetRigidbodySettings.cs b/_ActiveRagdoll/SetRigidbodySettings.cs
index 2521b75..5f8695a 100644
--- a/_ActiveRagdoll/SetRigidbodySettings.cs
+++ b/_ActiveRagdoll/SetRigidbodySettings.cs
@@ -2,9 +2,9 @@ using UnityEngine;
public class SetRigidbodySettings : MonoBehaviour
{
- public float maxAngular;
+ public float maxAngular;//1000
- private void Start()
+ private void Start()
{
Rigidbody[] componentsInChildren = GetComponentsInChildren<Rigidbody>();
foreach (Rigidbody rigidbody in componentsInChildren)
diff --git a/_Debug/REPL.cs b/_Debug/REPL.cs
index 5dd99e4..8e714ae 100644
--- a/_Debug/REPL.cs
+++ b/_Debug/REPL.cs
@@ -8,6 +8,8 @@ class REPL
public static void StartREPL()
{
+ //return;
+
AddHeightBox();
AddCamera();
AddRigidbodyDebug();
@@ -42,19 +44,19 @@ class REPL
public static void AddRigidbodyDebug()
{
- string[] targets = {
- //"Head",
- //"Neck",
- //"Torso",
- //"Arm_Right",
- //"Arm_Left",
- //"Hand_Right",
- //"Hand_Left",
- //"Hip",
- //"Leg_Left",
- //"Leg_Right",
- //"Foot_Left",
- //"Foot_Right",
+ string[] targets = {
+ "Head",
+ "Neck",
+ "Torso",
+ "Arm_Right",
+ "Arm_Left",
+ "Hand_Right",
+ "Hand_Left",
+ "Hip",
+ "Leg_Left",
+ "Leg_Right",
+ "Foot_Left",
+ "Foot_Right",
"Knee_Left",
"Knee_Right",
};