public void DefaultBodyPosition() { body = BodyPosture.Stand; lookingDirection = transform.right; animManager.StartLookStraightAnim(); physics.SetMovementFactor(physics.groundMovementFactor); AdaptColliderStanding(); }
private void Crouch() { body = BodyPosture.Crouch; lookingDirection = transform.right; animManager.StartCrouchAnim(); physics.SetMovementFactor(crouchSpeedFactor); AdaptColliderCrouching(); }
public void Jump() { if (body == BodyPosture.Crouch) { LookDown(); } body = BodyPosture.Stand; if (Mathf.Abs(physics.GetVelocityX()) > 0) { if (physics.JumpHighVel()) { timeUtils.FrameDelay(animManager.StartHighVelJumpAnim); } } else { if (physics.JumpLowVel()) { timeUtils.FrameDelay(animManager.StartLowVelJumpAnim); } } AdaptColliderStanding(); }
/// <summary>姿勢を設定する</summary> /// <param name="posture">姿勢</param> public void SetPosture(BodyPosture posture) { //姿勢を設定 Posture = posture; //各部位の熱伝達率[W/(m2 K)]を姿勢に応じた値に更新 foreach (Nodes bp in parts.Keys) parts[bp].updatePosture(); }