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using UnityEngine;
public class MovementDataHandler : MonoBehaviour
{
[HideInInspector]
public Vector3 groundedForward;
[HideInInspector]
public Vector3 right;
[HideInInspector]
public Vector3 left;
[HideInInspector]
public Vector3 groundedBack;
private Transform hip;
private Transform torso;
public Transform rotationTarget;
[HideInInspector]
public float slopeStrenght;
public float slopeVelocityStrenght;
[HideInInspector]
public float sinceJump = 1f;
[HideInInspector]
public Vector3 groundNormal;
private InputHandler inputHandler;
private Transform leftKnee;
private Transform rightKnee;
private void Start()
{
inputHandler = GetComponent<InputHandler>();
hip = GetComponentInChildren<Hip>().transform;
torso = GetComponentInChildren<Torso>().transform;
if (!rotationTarget)
{
rotationTarget = GetComponentInChildren<RotationTarget>().transform;
}
KneeLeft componentInChildren = GetComponentInChildren<KneeLeft>();
if ((bool)componentInChildren)
{
leftKnee = componentInChildren.transform;
}
KneeRight componentInChildren2 = GetComponentInChildren<KneeRight>();
if ((bool)componentInChildren2)
{
rightKnee = componentInChildren2.transform;
}
}
private void Update()
{
sinceJump += Time.deltaTime;
groundedForward = rotationTarget.forward;
groundedForward.y = slopeStrenght * 1f;
groundedForward = groundedForward.normalized;
groundedBack = -groundedForward;
right = rotationTarget.right;
left = -rotationTarget.right;
slopeStrenght = Mathf.Lerp(slopeStrenght, 0f, Time.deltaTime * 1f);
Debug.DrawLine(hip.position, hip.position + groundedForward * 10f);
}
public void SetSlope(Vector3 normal)
{
groundNormal = normal;
slopeStrenght = Vector3.Cross(rotationTarget.right, normal).y;
Vector3 lhs = Vector3.Cross(Vector3.up, inputHandler.inputMovementDirection);
slopeVelocityStrenght = Vector3.Cross(lhs, normal).y;
}
public float GetSmallestLegAngle()
{
float num = Vector3.Angle(leftKnee.forward, Vector3.down);
float num2 = Vector3.Angle(rightKnee.forward, Vector3.down);
if (num < num2)
{
return num;
}
return num2;
}
}
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