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using UnityEngine;
public class RotationHandler : MonoBehaviour
{
private Transform rotationTarget;
private Rigidbody hip;
private Rigidbody torso;
private Rigidbody head;
public float rotationTorque;
public float clamp;
private InputHandler input;
private PlayerDeath death;
[HideInInspector]
public float hipCorrectionAmount;
public bool useHip = true;
public bool useTorso = true;
public bool useHead = true;
private void Start()
{
death = GetComponent<PlayerDeath>();
rotationTarget = GetComponentInChildren<RotationTarget>().transform;
hip = GetComponentInChildren<Hip>().GetComponent<Rigidbody>();
torso = GetComponentInChildren<Torso>().GetComponent<Rigidbody>();
head = GetComponentInChildren<Head>().GetComponent<Rigidbody>();
input = GetComponent<InputHandler>();
}
private void FixedUpdate()
{
if (!death.dead)
{
float num = head.transform.InverseTransformPoint(rotationTarget.position).x;
float num2 = torso.transform.InverseTransformPoint(rotationTarget.position).x;
hipCorrectionAmount = hip.transform.InverseTransformPoint(hip.transform.position + input.lastInputDirection * 10f).x;
float muscleFunction = death.muscleFunction;
float num3 = 0.3f;
if (input.inputMovementDirection.magnitude > 0.1f)
{
num3 = 1f;
}
if (clamp != 0f)
{
hipCorrectionAmount = Mathf.Clamp(hipCorrectionAmount, 0f - clamp, clamp);
num = Mathf.Clamp(num, 0f - clamp, clamp);
num2 = Mathf.Clamp(num2, 0f - clamp, clamp);
}
if (useHip)
{
hip.AddTorque(Vector3.up * muscleFunction * rotationTorque * num3 * hipCorrectionAmount, ForceMode.Acceleration);
}
if (useTorso)
{
torso.AddTorque(Vector3.up * muscleFunction * rotationTorque * num2, ForceMode.Acceleration);
}
if (useHead)
{
head.AddTorque(Vector3.up * muscleFunction * rotationTorque * num, ForceMode.Acceleration);
}
}
}
}
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