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path: root/_ActiveRagdoll/Actions/Standing.cs
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using UnityEngine;

//Player Standing 动作-站立
public class Standing : MonoBehaviour
{
    public RigidbodyMovment[] rigsToLift; //Head, Torso

    public AnimationCurve[] animationLiftCurves;

    private StandingDataHandler standingData;

    private AnimationHandler animationHandler;

    public float offset;

    private PlayerDeath death;

    private Strength str;

    private float muscleMultiplier = 1f;

    private float legAngleMultiplier;

    private MovementDataHandler moveData;

    private void Start()
    {
        death = GetComponent<PlayerDeath>();
        str = GetComponent<Strength>();
        standingData = GetComponent<StandingDataHandler>();
        moveData = GetComponent<MovementDataHandler>();
        animationHandler = GetComponent<AnimationHandler>();
    }

    private void FixedUpdate()
    {
        if (!death.dead)
        {
            muscleMultiplier = str.strength;
            if (standingData.isGrounded)
            {
                Stand(animationLiftCurves[animationHandler.animationState]);
            }
        }
    }

    private void Stand(AnimationCurve curve)
    {
        legAngleMultiplier = 1f;
        RigidbodyMovment[] array = rigsToLift;
        foreach (RigidbodyMovment rigidbodyMovment in array)
        {
            // 施加一个向上的力
            rigidbodyMovment.rig.AddForce(Vector3.up * muscleMultiplier * rigidbodyMovment.force * legAngleMultiplier * curve.Evaluate(standingData.distanceToGround + offset + moveData.slopeVelocityStrenght * -0.2f), ForceMode.Acceleration);
        }
    }
}