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using UnityEngine;
public class HardAnimation : MonoBehaviour
{
public bool isLeft;
public Vector3 targetRotationForward;
public Vector3 targetRotationBack;
private Vector3 currentTarget;
private Vector3 currentTargetGoal;
public float friction;
public float movementAmount;
public float delay;
private float counter;
private Vector3 velocity;
private StepHandler step;
private ConfigurableJoint joint;
private Quaternion startRot;
private Quaternion startRotLocal;
private void Start()
{
joint = GetComponent<ConfigurableJoint>();
step = base.transform.root.GetComponent<StepHandler>();
startRot = base.transform.rotation;
startRotLocal = base.transform.localRotation;
}
private void Update()
{
Vector3 vector = ((step.isLeft != isLeft) ? targetRotationBack : targetRotationForward);
if (currentTargetGoal != vector)
{
if (counter >= delay)
{
counter = 0f;
currentTargetGoal = vector;
}
else
{
counter += Time.deltaTime;
}
}
velocity += (currentTargetGoal - currentTarget) * Time.deltaTime;
velocity -= velocity * friction * Time.deltaTime;
currentTarget += velocity * movementAmount * Time.deltaTime;
joint.SetTargetRotationLocal(Quaternion.Euler(currentTarget), startRotLocal);
}
}
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