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using UnityEngine;
public class DoggoMovement : MonoBehaviour
{
public float drag = 0.1f;
private CollisionChecker[] checkers;
private Rigidbody rig;
private Rigidbody[] rigs;
private MovementHandler move;
private void Start()
{
move = base.transform.root.GetComponent<MovementHandler>();
rigs = base.transform.root.GetComponentsInChildren<Rigidbody>();
checkers = base.transform.root.GetComponentsInChildren<CollisionChecker>();
rig = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
float num = 1f;
num = 0f;
for (int i = 0; i < checkers.Length; i++)
{
if (checkers[i].sinceGrounded < 0.3f)
{
num += 1f / (float)checkers.Length;
}
}
move.multiplier = num;
Rigidbody[] array = rigs;
foreach (Rigidbody rigidbody in array)
{
rigidbody.velocity *= 1f - drag * num;
rigidbody.angularVelocity *= 1f - drag * num;
}
rig.AddTorque(Vector3.Angle(base.transform.up, Vector3.up) * Vector3.Cross(base.transform.up, Vector3.up) * 50f * num, ForceMode.Acceleration);
}
}
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