summaryrefslogtreecommitdiff
path: root/_ActiveRagdoll/Actions/Gravity.cs
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);
			}
		}
	}
}