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-rw-r--r--ForceLerp.cs59
1 files changed, 59 insertions, 0 deletions
diff --git a/ForceLerp.cs b/ForceLerp.cs
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+++ b/ForceLerp.cs
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+using UnityEngine;
+
+public class ForceLerp : MonoBehaviour
+{
+ public Rigidbody rig;
+
+ public float predictionAmount;
+
+ public Transform target;
+
+ public float movementMultiplier = 1f;
+
+ public float friction = 0.97f;
+
+ private Vector3 velocity;
+
+ public float inputVelocityAmount;
+
+ public float inputFriction;
+
+ private GenericInputHandler input;
+
+ private float inputVelocity;
+
+ private CollisionChecker[] checkers;
+
+ private void Start()
+ {
+ input = GetComponentInParent<GenericInputHandler>();
+ checkers = base.transform.root.GetComponentsInChildren<CollisionChecker>();
+ }
+
+ private void FixedUpdate()
+ {
+ }
+
+ private void LateUpdate()
+ {
+ float num = Mathf.Clamp(Time.smoothDeltaTime, 0f, 0.1f);
+ float num2 = 1f;
+ if (checkers.Length > 0)
+ {
+ num2 = 0f;
+ for (int i = 0; i < checkers.Length; i++)
+ {
+ if (checkers[i].sinceGrounded < 0.2f)
+ {
+ num2 += 1f / (float)checkers.Length;
+ }
+ }
+ }
+ inputVelocity += rig.angularVelocity.y * 0.5f * num2 * num - num * inputVelocity * inputFriction;
+ Vector3 vector = target.position - base.transform.position + rig.transform.right * inputVelocity * inputVelocityAmount + rig.velocity * predictionAmount;
+ Vector3 vector2 = velocity * friction;
+ velocity += (vector - vector2) * num;
+ base.transform.position += velocity * movementMultiplier * num;
+ base.transform.rotation = Quaternion.Lerp(base.transform.rotation, Quaternion.LookRotation(target.forward), num * 4f);
+ }
+}