Ejemplo n.º 1
0
        /*
         *      Transition from ragdolled to animated through the Blend state
         */
        void StartGetUp()
        {
            //reset bone fall decay modifiers
            ResetBoneDecays();

            //set fall speed to use default
            SetFallSpeed(-1);

            //disable physics affecting ragdoll
            ragdoll.UseGravity(false);
            ragdoll.IgnoreSelfCollisions(true);

            //save the ragdoll positions
            ragdoll.SaveSnapshot();

            Vector3 ragdollHipsFwd = ragdoll.RootBone().transform.rotation *rootboneToForward *Vector3.forward;

            // Check if ragdoll is lying on its back or front
            bool onBack = Vector3.Dot(ragdollHipsFwd, Vector3.down) < 0f;

            // play get up animation
            animator.SetTrigger(onBack ? "BackTrigger" : "FrontTrigger");

            ChangeRagdollState(RagdollControllerState.TeleportMasterToRagdoll);
        }
        /*
         *      Transition from ragdolled to animated through the Blend state
         */
        void StartGetUp()
        {
            //reset bone fall decay modifiers
            ResetBoneDecays();

            //set fall speed to use default
            SetFallSpeed(-1);

            //disable physics affecting ragdoll
            ragdoll.UseGravity(false);
            ragdoll.IgnoreSelfCollisions(true);

            //save the ragdoll positions
            ragdoll.SaveSnapshot();

            Vector3 ragdollHipsFwd = ragdoll.RootBone().transform.rotation *rootboneToForward *Vector3.forward;

            // Check if ragdoll is lying on its back or front
            bool onBack = Vector3.Dot(ragdollHipsFwd, Vector3.down) < 0f;


            eventPlayer["OnFront"].SetValue(!onBack);
            AssetObjectsPacks.Playlist.InitializePerformance("getup", getUpEvent, eventPlayer, false, 1, new AssetObjectsPacks.MiniTransform(Vector3.zero, Quaternion.identity), true, onEndGetUp);


            // play get up animation
            //animator.SetTrigger(onBack ? "BackTrigger" : "FrontTrigger");

            ChangeRagdollState(RagdollControllerState.TeleportMasterToRagdoll);
        }
Ejemplo n.º 3
0
        /*
         *      Transition from ragdolled to animated through the Blend state
         */
        void StartGetUp()
        {
            //reset bone fall decay modifiers
            ResetBoneDecays();

            //disable physics affecting ragdoll
            ragdoll.UseGravity(false);
            ragdoll.IgnoreSelfCollisions(true);

            //save the ragdoll positions
            ragdoll.SaveSnapshot();

            Vector3 ragdollHipsFwd = ragdoll.RootBone().transform.rotation *rootboneToForward *Vector3.forward;

            // Check if ragdoll is lying on its back or front
            bool onBack = Vector3.Dot(ragdollHipsFwd, Vector3.down) < 0f;

            PlayGetUpAnimation(onBack);

            ChangeRagdollState(RagdollControllerState.TeleportMasterToRagdoll);
        }
        /*
         *      Transition from ragdolled to animated through the Blend state
         */
        public void StartGetUp()
        {
            //reset bone fall decay modifiers
            ResetBoneDecays();

            //disable physics affecting ragdoll
            ragdoll.UseGravity(false);
            ragdoll.IgnoreSelfCollisions(true);

            //save the ragdoll positions
            //ragdoll.SaveSnapshot();

            //Vector3 ragdollHipsFwd = ragdoll.RootBone().transform.rotation * rootboneToForward * Vector3.forward;

            // Check if ragdoll is lying on its back or front
            //bool onBack = Vector3.Dot(ragdollHipsFwd, Vector3.down) < 0f;

            //PlayGetUpAnimation(onBack);
            // // play get up animation
            //animator.SetTrigger(onBack ? "BackTrigger" : "FrontTrigger");

            //ChangeRagdollState(RagdollControllerState.BlendToAnimated);
            //Aqui esta mi version

            /*animator.cullingMode = originalAnimatorCullingMode;
             * EnableRenderers(true, false);
             * ChangeRagdollState(RagdollControllerState.Animated);*///aca termina
            ragdoll.SaveSnapshot();

            Vector3 ragdollHipsFwd = ragdoll.RootBone().transform.rotation *rootboneToForward *Vector3.forward;

            // Check if ragdoll is lying on its back or front
            bool onBack = Vector3.Dot(ragdollHipsFwd, Vector3.down) < 0f;

            PlayGetUpAnimation(onBack);
            // // play get up animation
            // animator.SetTrigger(onBack ? "BackTrigger" : "FrontTrigger");

            ChangeRagdollState(RagdollControllerState.BlendToAnimated);
        }