static void InitStandAction(UpBody body) { body.m_LeftArmRoate = Quaternion.Euler(0, 0, 0); body.m_RightArmRoate = Quaternion.Euler(0, 0, 0); body.m_LeftLowArmRoate = Quaternion.Euler(0, 0, 0); body.m_RightLowArmRoate = Quaternion.Euler(0, 0, 0); }
static void InitJumpAction(UpBody body) { body.m_LeftArmRoate = Quaternion.Euler(0, 75, -80); body.m_RightArmRoate = Quaternion.Euler(30, 0, 30); body.m_LeftLowArmRoate = Quaternion.Euler(-105, 0, 0); body.m_RightLowArmRoate = Quaternion.Euler(-115, 0, 0); }
static void UpdateRunAction(UpBody body) { float fPer = (body.m_AniDuration - (int)(body.m_AniDuration / body.RunActionDuration) * body.RunActionDuration) / body.RunActionDuration; fPer = Mathf.Sin(fPer * 2 * Mathf.PI); float fRAD = 35f * fPer; body.m_RightArmRoate = Quaternion.Euler(fRAD, 0, 0); body.m_LeftArmRoate = Quaternion.Euler(-fRAD, 0, 0); }
static void InitRunAction(UpBody body) { body.m_LeftLowArmRoate = Quaternion.Euler(0, 0, 0); body.m_RightLowArmRoate = Quaternion.Euler(0, 0, 0); UpdateRunAction(body); }