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using UnityEngine;
public class Gravity : MonoBehaviour
{
public float baseGravity;
public float scalingGravity;
private RigidbodyHolder allRigs;
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++)
{
allRigs.GetAllRigs()[i].AddForce(Vector3.down * baseGravity + Vector3.down * scalingGravity * standingData.sinceGrounded, ForceMode.Acceleration);
}
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);
}
}
}
}
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