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-rw-r--r--_ActiveRagdoll/Actions/Gravity.cs52
1 files changed, 52 insertions, 0 deletions
diff --git a/_ActiveRagdoll/Actions/Gravity.cs b/_ActiveRagdoll/Actions/Gravity.cs
new file mode 100644
index 0000000..42f3125
--- /dev/null
+++ b/_ActiveRagdoll/Actions/Gravity.cs
@@ -0,0 +1,52 @@
+using UnityEngine;
+
+public class Gravity : MonoBehaviour
+{
+ public float baseGravity;//5
+
+ public float scalingGravity;//70
+
+ private RigidbodyHolder allRigs;//14个全部
+
+ private StandingDataHandler standingData;
+
+ private Holding holding;
+
+ private PlayerDeath death;
+
+ private void Start()
+ {
+ death = GetComponent<PlayerDeath>();
+ allRigs = GetComponent<RigidbodyHolder>();
+ standingData = GetComponent<StandingDataHandler>();
+ holding = GetComponent<Holding>();
+ }
+
+ private void FixedUpdate()
+ {
+ if (death.dead)
+ {
+ return;
+ }
+ for (int i = 0; i < allRigs.GetAllRigs().Length; i++)
+ {
+ // 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)
+ {
+ holding.heldObject.rig.AddForce(Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded, ForceMode.Acceleration);
+ }
+ if ((bool)holding.heldObjectOffHand)
+ {
+ holding.heldObjectOffHand.rig.AddForce(Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded, ForceMode.Acceleration);
+ }
+ }
+ }
+}