static void InitStandAction(LowBody body) { body.m_LeftLegRoate = Quaternion.Euler(0, 0, 0); body.m_RightLegRoate = Quaternion.Euler(0, 0, 0); body.m_LeftLowLegRoate = Quaternion.Euler(0, 0, 0); body.m_RightLowLegRoate = Quaternion.Euler(0, 0, 0); }
static void InitJumpAction(LowBody body) { body.m_LeftLegRoate = Quaternion.Euler(-75, -20, 0); body.m_RightLegRoate = Quaternion.Euler(-75, 20, 0); body.m_LeftLowLegRoate = Quaternion.Euler(120, 0, 0); body.m_RightLowLegRoate = Quaternion.Euler(120, 0, 0); }
static void UpdateRunAction(LowBody body) { float fPer = (body.m_AniDuration - (int)(body.m_AniDuration / body.RunActionDuration) * body.RunActionDuration) / body.RunActionDuration; fPer = Mathf.Sin(fPer * 2 * Mathf.PI); float fLLD = 40f * fPer; body.m_LeftLegRoate = Quaternion.Euler(fLLD, 0, 0); body.m_RightLegRoate = Quaternion.Euler(-fLLD, 0, 0); body.m_LeftLowLegRoate = Quaternion.Euler(0, 0, 0); body.m_RightLowLegRoate = Quaternion.Euler(0, 0, 0); }
static void InitRunAction(LowBody body) { UpdateRunAction(body); }