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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);
	}
}