diff options
Diffstat (limited to '_ActiveRagdoll/Balance.cs')
-rw-r--r-- | _ActiveRagdoll/Balance.cs | 47 |
1 files changed, 31 insertions, 16 deletions
diff --git a/_ActiveRagdoll/Balance.cs b/_ActiveRagdoll/Balance.cs index dc9ae60..06953fa 100644 --- a/_ActiveRagdoll/Balance.cs +++ b/_ActiveRagdoll/Balance.cs @@ -1,32 +1,31 @@ using UnityEngine; +//Player Balance 动作-控制身体平衡 public class Balance : MonoBehaviour { - private Rigidbody handLeft; - + #region rigs + private Rigidbody handLeft; private Rigidbody handRight; - - private Rigidbody footLeft; - - private Rigidbody footRight; - + private Rigidbody footLeft; // kneeLeft + private Rigidbody footRight; // kneeRight private Rigidbody hip; + #endregion - private Vector3 centerOfMass; + private Vector3 centerOfMass; // 5.0759, 0, -7.2038 - private Rigidbody[] allRigs; + private Rigidbody[] allRigs;//所有14个parts - public float[] balanceForce; + public float[] balanceForce; // 50 30 30 30 - public float[] footCenterForces; + public float[] footCenterForces; // 50 20 20 20 - private AnimationHandler animationHandler; + private AnimationHandler animationHandler; // 当前动作编号 private PlayerDeath death; private Strength str; - private float muscleMultiplier; + private float muscleMultiplier; // 1 private void Start() { @@ -90,11 +89,27 @@ public class Balance : MonoBehaviour Vector3 vector = footLeft.transform.position + footLeft.transform.forward * 0.5f; Vector3 vector2 = footRight.transform.position + footRight.transform.forward * 0.5f; Vector3 vector3 = (vector + vector2) / 2f; - if (!(vector3.y + 0.3f > hip.worldCenterOfMass.y)) + + Vector3 pos = vector3; + pos.y += 0.3f; + + if (!(vector3.y + 0.3f > hip.worldCenterOfMass.y)) { vector3.y = 0f; - Vector3 vector4 = centerOfMass - vector3; - footLeft.AddForceAtPosition(vector4 * muscleMultiplier * balanceForce[animationHandler.animationState], vector, ForceMode.Acceleration); + Vector3 vector4 = centerOfMass - vector3; // centerOfMass是xoz平面,不含y + REPL.footCenter.GetComponent<DebugRigidBody>().customDraw = () => + { + Draw.Sphere(vector, 0.05f); + Draw.Sphere(vector2, 0.05f); + Draw.Sphere(pos, 0.05f); + Draw.Sphere(vector3, 0.05f); + Draw.Sphere(hip.worldCenterOfMass, 0.2f); + + Draw.Sphere(centerOfMass, 0.05f); + Draw.Line3D(vector3 + new Vector3(0, footLeft.transform.position.y, 0), centerOfMass + new Vector3(0, footLeft.transform.position.y, 0)); + }; + + footLeft.AddForceAtPosition(vector4 * muscleMultiplier * balanceForce[animationHandler.animationState], vector, ForceMode.Acceleration); footRight.AddForceAtPosition(vector4 * muscleMultiplier * balanceForce[animationHandler.animationState], vector2, ForceMode.Acceleration); } } |