Beispiel #1
0
        //\this being here will save GC allocs


        // Use this for initialization
        void Awake()
        {
            _transform = transform;
            _joint     = GetComponent <GymanJoint>();

            _update_action = new UnityAction[] {
                update__collision
            };
        }
Beispiel #2
0
 float custom_direct_leg(GymanJoint joint, GymanJoint child_joint, Vector2 direction)
 {
     _ccc = joint.world_direction.get_angle_to(direction);
     if (_ccc > -15f && _ccc < 15f) // выравнивание тела, если выровнены ноги
     {
         _ccc = joint.hinge_joint_2D.jointAngle * -.1f * _ccc / 15f;
     }
     _ccc += joint.hinge_joint_2D.jointAngle;
     _ddd  = 0;
     joint.limit_angle(ref _ccc, ref _ddd);
     joint.apply_target_angle(_ccc);
     child_joint.apply_target_angle(_ddd, true);
     return(_ddd);
 }
        void Awake()
        {
            _transform = transform;
            _slider    = GetComponent <SliderJoint2D>();

            _arm_joint  = GetComponent <GymanJoint>();
            _hand_joint = HandU.GetComponent <GymanJoint>();
            _grab       = HandU.GetComponent <als_grab>();

            _lfinger = FingerL.GetComponent <HingeJoint2D>();
            _rfinger = FingerR.GetComponent <HingeJoint2D>();

            _update_action = new UnityEngine.Events.UnityAction[] {
                update__wait_stretch,
                update__wait_fold
            };
        }