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