blob: 42f312525474732033e2a456688c47f266a29c38 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
|
using UnityEngine;
public class Gravity : MonoBehaviour
{
public float baseGravity;//5
public float scalingGravity;//70
private RigidbodyHolder allRigs;//14个全部
private StandingDataHandler standingData;
private Holding holding;
private PlayerDeath death;
private void Start()
{
death = GetComponent<PlayerDeath>();
allRigs = GetComponent<RigidbodyHolder>();
standingData = GetComponent<StandingDataHandler>();
holding = GetComponent<Holding>();
}
private void FixedUpdate()
{
if (death.dead)
{
return;
}
for (int i = 0; i < allRigs.GetAllRigs().Length; i++)
{
// standingData.sinceGrounded是离地时间
Vector3 g = Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded;
// 重力=持久的基础重力+随着离地状态变化的重力,离地时增加额外重力
allRigs.GetAllRigs()[i].AddForce(g, ForceMode.Acceleration);
//Debug.Log(g);
//Debug.Log(standingData.sinceGrounded);
}
if ((bool)holding)
{
if ((bool)holding.heldObject)
{
holding.heldObject.rig.AddForce(Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded, ForceMode.Acceleration);
}
if ((bool)holding.heldObjectOffHand)
{
holding.heldObjectOffHand.rig.AddForce(Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded, ForceMode.Acceleration);
}
}
}
}
|