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using UnityEngine;

public class Balance : MonoBehaviour
{
	private Rigidbody handLeft;

	private Rigidbody handRight;

	private Rigidbody footLeft;

	private Rigidbody footRight;

	private Rigidbody hip;

	private Vector3 centerOfMass;

	private Rigidbody[] allRigs;

	public float[] balanceForce;

	public float[] footCenterForces;

	private AnimationHandler animationHandler;

	private PlayerDeath death;

	private Strength str;

	private float muscleMultiplier;

	private void Start()
	{
		death = GetComponent<PlayerDeath>();
		str = GetComponent<Strength>();
		allRigs = GetComponentsInChildren<Rigidbody>();
		HandLeft componentInChildren = GetComponentInChildren<HandLeft>();
		if ((bool)componentInChildren)
		{
			handLeft = componentInChildren.GetComponent<Rigidbody>();
		}
		HandRight componentInChildren2 = GetComponentInChildren<HandRight>();
		if ((bool)componentInChildren2)
		{
			handRight = componentInChildren2.GetComponent<Rigidbody>();
		}
		footLeft = GetComponentInChildren<KneeLeft>().GetComponent<Rigidbody>();
		footRight = GetComponentInChildren<KneeRight>().GetComponent<Rigidbody>();
		hip = GetComponentInChildren<Hip>().GetComponent<Rigidbody>();
		animationHandler = GetComponent<AnimationHandler>();
	}

	private void FixedUpdate()
	{
		if (!death.dead)
		{
			muscleMultiplier = str.strength;
			centerOfMass = Vector3.zero;
			Rigidbody[] array = allRigs;
			foreach (Rigidbody rigidbody in array)
			{
				centerOfMass += rigidbody.worldCenterOfMass;
			}
			centerOfMass /= (float)allRigs.Length;
			centerOfMass.y = 0f;
			BalanceLegs();
			CenterLegs();
		}
	}

	private void CenterLegs()
	{
		Vector3 vector = footLeft.transform.position + footLeft.transform.forward * 0.5f;
		Vector3 vector2 = footRight.transform.position + footRight.transform.forward * 0.5f;
		Vector3 vector3 = vector;
		if (vector.y + 0.3f < hip.worldCenterOfMass.y)
		{
			vector3.y = 0f;
			footLeft.AddForceAtPosition((centerOfMass - vector3) * muscleMultiplier * footCenterForces[animationHandler.animationState], vector, ForceMode.Acceleration);
		}
		Vector3 vector4 = vector2;
		if (vector4.y + 0.3f < hip.worldCenterOfMass.y)
		{
			vector4.y = 0f;
			footRight.AddForceAtPosition((centerOfMass - vector4) * muscleMultiplier * footCenterForces[animationHandler.animationState], vector2, ForceMode.Acceleration);
		}
	}

	private void BalanceLegs()
	{
		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.y = 0f;
			Vector3 vector4 = centerOfMass - vector3;
			footLeft.AddForceAtPosition(vector4 * muscleMultiplier * balanceForce[animationHandler.animationState], vector, ForceMode.Acceleration);
			footRight.AddForceAtPosition(vector4 * muscleMultiplier * balanceForce[animationHandler.animationState], vector2, ForceMode.Acceleration);
		}
	}
}