// Update is called once per frame void Update() { tiempo = tiempo + 1 * Time.deltaTime; if (Input.GetKeyDown(KeyCode.G)) { //hips.transform.position = animatedM.transform.position; //hips.transform.position += new Vector3(0, .9f, 0); //transform.rotation = animatedM.transform.rotation; } /* if (!dead) * { * //myRag.gameObject.SetActive(true); * //myRag.gameObject.SetActive(false); * * * myRag.transform.position = animatedM.transform.position; * * //hips.transform.position = animatedM.transform.position; * //hips.transform.position += new Vector3(0,.9f,0); * transform.position = animatedM.transform.position; * * transform.rotation = animatedM.transform.rotation; * //myRagController.GetUpImmediate(); * * }*/ /* * if (dead) * { * //myRag.gameObject.SetActive(false); * //myRag.gameObject.SetActive(true); * * myRagController.GoRagdoll("manual"); * * //myRagController.GetUpImmediate(); * //myRagController.GoRagdoll("manual"); * animatedM.transform.rotation = transform.rotation; * //animatedM.transform.position = myRag.transform.position; * animatedM.transform.position = hips.transform.position; * * }*/ cam2.transform.position = hips.transform.position; /*if (logicaPer.tirado && !myRagController.isGettingUp) * { * animatedM.transform.position = hips.transform.position; * }*/ /* if (Input.GetMouseButton(0)) * { * float bulletForce = 4; * RaycastHit hit; * Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); * if (Physics.Raycast(ray, out hit)) * { * * * //add force to it's rigidbody * hips.GetComponent<Rigidbody>().AddForceAtPosition(ray.direction.normalized * bulletForce / Time.timeScale, hit.point, ForceMode.VelocityChange); * } * // hips.GetComponent<Rigidbody>().AddForce(ray.direction.normalized * bulletForce, ForceMode.VelocityChange); * } */ if (Input.GetKeyDown(KeyCode.F)) { //toggleDead(); //myRagController.ragdoll.RepairBones(); ragdoll.gameObject.SetActive(true); animatedM.gameObject.SetActive(false); //nav.enabled = false; // myRagController.GoRagdoll("manual"); myRagController.GoRagdoll(""); logicaPer.tirado = true; logicaPer.armaDisparo = false; refrescoCaido = tiempo + 4f; logicaPer.rb.isKinematic = true; logicaPer.rb.isKinematic = false; } if ((controles.aButton || controles.spacebar) && logicaPer.tirado && !myRagController.isGettingUp && logicaPer.ragdollSuelo && refrescoCaido <= tiempo) { //toggleDead(); //myRagController.ragdoll.RepairBones(); //myRagController.StartGetUp(); animatedM.transform.position = hips.transform.position; ragdoll.gameObject.SetActive(false); animatedM.gameObject.SetActive(true); //nav.enabled = true; //myRagController.ragdoll.RepairBones(); //myRagController.GetUpImmediate(); myRagController.StartGetUp(); logicaPer.x = 0; logicaPer.y = 0; logicaPer.Move(); logicaPer.puedoMoverme = false; logicaPer.anim.SetBool("tocarSuelo", true); //logicaPer.refrescoLevantarse = logicaPer.setCooldown(2.5f); } }