public IEnumerator initialize() { base.init(); yield return(FileUtil.preparePath("apose.dat")); posture_apose_ = JsonUtility.FromJson <Posture>(FileUtil.content); Debug.Assert(posture_apose_ != null); yield return(FileUtil.preparePath("pre_throw_l_arm.dat")); posture_pre_throw_l_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content); Debug.Assert(posture_pre_throw_l_arm_ != null); yield return(FileUtil.preparePath("pre_throw_r_arm.dat")); posture_pre_throw_r_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content); Debug.Assert(posture_pre_throw_r_arm_ != null); yield return(FileUtil.preparePath("throw_l_arm.dat")); posture_throw_l_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content); Debug.Assert(posture_throw_l_arm_ != null); yield return(FileUtil.preparePath("throw_r_arm.dat")); posture_throw_r_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content); Debug.Assert(posture_throw_r_arm_ != null); yield return(FileUtil.preparePath("pre_jump.dat")); posture_pre_jump_ = JsonUtility.FromJson <Posture>(FileUtil.content); Debug.Assert(posture_throw_r_arm_ != null); throwing_cnt_l_ = 0; throwing_cnt_r_ = 0; jump_tame_duration_ = 0f; jump_propel_remain_ = 0f; on_ground_ = true; on_ground_time_ = 100f; bullet_tame_left_ = 0f; bullet_tame_right_ = 0f; // hit_time_ = 0f; somersault_ = false; muscle_motion_ = new MuscleMotion(); muscle_motion_.init(posture_apose_, 80f /* damper */, 1500f /* spring */); MuscleMotion.Node root_node = muscle_motion_.getRootNode(); look_at_ = new Vector3(0f, 1f, 0f); rigidbody_.setPosition(0f, 1f, 15f); var rot = Quaternion.LookRotation(look_at_ - rigidbody_.transform_.position_); rigidbody_.setRotation(ref rot); rigidbody_.setDamper(10f); rigidbody_.setRotateDamper(50f); root_node.rigidbody_.setDamper(10f); root_node.rigidbody_.setRotateDamper(40f); collider_ = MyCollider.createPlayer(); MyCollider.initSpherePlayer(collider_, ref rigidbody_.transform_.position_, 1f /* radius */); // muscle_motion_.fix(MuscleMotion.Parts.Ribs, 0.4f /* interpolate_ratio */); // muscle_motion_.fix(MuscleMotion.Parts.Ribs2); // muscle_motion_.fix(MuscleMotion.Parts.Ribs3, 0.4f /* interpolate_ratio */); // muscle_motion_.fix(MuscleMotion.Parts.Hip, 0.1f /* interpolate_ratio */); { /* body */ float damper = 60f; float spring_ratio = 800f; muscle_motion_.setParams(MuscleMotion.Parts.Ribs, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.Ribs2, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.Ribs3, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.Hip, damper, spring_ratio); } { /* arms */ float damper = 50f; float spring_ratio = 1000f; muscle_motion_.setParams(MuscleMotion.Parts.L_Shoulder, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_UpperArm, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_ForeArm, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Wrist, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Shoulder, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_UpperArm, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_ForeArm, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Wrist, damper, spring_ratio); } { /* legs */ float damper = 30f; float spring_ratio = 500f; muscle_motion_.setParams(MuscleMotion.Parts.L_Thigh, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Knee, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Ancle, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Toe, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Thigh, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Knee, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Ancle, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Toe, damper, spring_ratio); } { /* tales */ float damper = 10f; float spring_ratio = 200f; muscle_motion_.setParams(MuscleMotion.Parts.L_Tale1, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Tale2, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Tale3, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Tale4, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Tale1, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Tale2, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Tale3, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Tale4, damper, spring_ratio); } { /* ribbons */ float damper = 2f; float spring_ratio = 100f; muscle_motion_.setParams(MuscleMotion.Parts.L_Ribbon1, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_Ribbon2, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Ribbon1, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_Ribbon2, damper, spring_ratio); } { /* suso */ float damper = 10f; float spring_ratio = 200f; muscle_motion_.setParams(MuscleMotion.Parts.L_SusoBack, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.L_SusoFront, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_SusoBack, damper, spring_ratio); muscle_motion_.setParams(MuscleMotion.Parts.R_SusoFront, damper, spring_ratio); } }
public override void update(float dt, double update_time) { var controller = Controller.Instance.getLatest(); muscle_motion_.setTarget(posture_apose_); if (controller.isLeftButtonUp()) { throwing_cnt_l_ = (int)(0.5f / dt); } if (controller.isRightButtonUp()) { throwing_cnt_r_ = (int)(0.5f / dt); } if (throwing_cnt_l_ > 0) { muscle_motion_.setTarget(posture_throw_l_arm_); // muscle_motion_.addTorqueY(MuscleMotion.Parts.Ribs2, 8000f); // muscle_motion_.addTorqueY(MuscleMotion.Parts.Hip, 8000f); // muscle_motion_.addTorqueX(MuscleMotion.Parts.L_Thigh, 8000f); // muscle_motion_.addTorqueX(MuscleMotion.Parts.L_Knee, 8000f); if (throwing_cnt_l_ < (int)(0.45f / dt)) { fire_left(update_time); } --throwing_cnt_l_; } if (throwing_cnt_r_ > 0) { muscle_motion_.setTarget(posture_throw_r_arm_); // muscle_motion_.addTorqueY(MuscleMotion.Parts.Ribs2, -8000f); // muscle_motion_.addTorqueY(MuscleMotion.Parts.Hip, -8000f); // muscle_motion_.addTorqueX(MuscleMotion.Parts.R_Thigh, 8000f); // muscle_motion_.addTorqueX(MuscleMotion.Parts.R_Knee, 8000f); if (throwing_cnt_r_ < (int)(0.45f / dt)) { fire_right(update_time); } --throwing_cnt_r_; } if (controller.isLeftButtonDown()) { MuscleMotion.Node node = muscle_motion_.getNode(MuscleMotion.Parts.L_Wrist); fire_left(update_time); left_held_bullet_ = Bullet.create(ref node.rigidbody_.transform_.position_, ref CV.QuaternionIdentity); } if (controller.isRightButtonDown()) { MuscleMotion.Node node = muscle_motion_.getNode(MuscleMotion.Parts.R_Wrist); fire_right(update_time); right_held_bullet_ = Bullet.create(ref node.rigidbody_.transform_.position_, ref CV.QuaternionIdentity); } if (controller.isLeftButton()) { throwing_cnt_l_ = 0; throwing_cnt_r_ -= (int)(0.25f / dt); muscle_motion_.setTarget(posture_pre_throw_l_arm_); bullet_tame_left_ += dt; } if (controller.isRightButton()) { throwing_cnt_l_ -= (int)(0.25f / dt); throwing_cnt_r_ = 0; muscle_motion_.setTarget(posture_pre_throw_r_arm_); bullet_tame_right_ += dt; } if (left_held_bullet_ != null) { MuscleMotion.Node node = muscle_motion_.getNode(MuscleMotion.Parts.L_Wrist); left_held_bullet_.setPosition(ref node.rigidbody_.transform_.position_); left_held_bullet_.setPower(Mathf.Clamp(bullet_tame_left_, 0.25f, 2f)); } if (right_held_bullet_ != null) { MuscleMotion.Node node = muscle_motion_.getNode(MuscleMotion.Parts.R_Wrist); right_held_bullet_.setPosition(ref node.rigidbody_.transform_.position_); right_held_bullet_.setPower(Mathf.Clamp(bullet_tame_right_, 0.25f, 2f)); } if (controller.isJumpButton() && on_ground_) { muscle_motion_.getRootNode().rigidbody_.addRelativeTorqueX(1000f); muscle_motion_.setTarget(posture_pre_jump_, MuscleMotion.PartsBit.LowerBody | MuscleMotion.PartsBit.Ribs | MuscleMotion.PartsBit.Ribs2 | MuscleMotion.PartsBit.Ribs3); jump_tame_duration_ += dt; } if (controller.isJumpButtonUp()) { if (jump_tame_duration_ > 0.5f) { jump_propel_remain_ = Mathf.Min((jump_tame_duration_ - 0.5f) + 0.5f, 1f) * 2f; rigidbody_.addForceY(1000f); WaterSurface.Instance.makeBump(ref rigidbody_.transform_.position_, -1f /* value */, 1f /* size */); on_ground_time_ = 0f; somersault_ = MyRandom.Probability(0.25f); } jump_tame_duration_ = 0f; } float hori = controller.getHorizontal(); float ground_height = 1.25f; if (hori != 0f) { ground_height = 1f; } if (jump_propel_remain_ > 0f) { rigidbody_.addForceY(100f); jump_propel_remain_ -= dt; } on_ground_ = (rigidbody_.transform_.position_.y <= 1f); rigidbody_.addTargetTorque(ref look_at_, 500f /* torque_level */, -1f /* max_level */); rigidbody_.addRelativeForceX(hori * 64f); if (hori != 0f) { rigidbody_.addRelativeForceZ(10f); } rigidbody_.addForceY(-9.8f * 5f); // gravity if (rigidbody_.transform_.position_.y < ground_height) { rigidbody_.addSpringForceY(ground_height, 100f); } rigidbody_.solveForGround(0.0f /* ground_height */, dt); rigidbody_.addRelativeTorqueZ(-hori * 100f); { var forward = rigidbody_.transform_.rotation_ * CV.Vector3Forward; var q = Quaternion.LookRotation(forward); rigidbody_.addSpringTorque(ref q, 10000f); } rigidbody_.update(dt); if (rigidbody_.transform_.position_.y < 5f) { WaterSurface.Instance.makeBump(ref rigidbody_.transform_.position_, -0.05f /* value */, 0.6f /* size */); var pos = rigidbody_.transform_.position_; pos.y = -2f; float vel_y; if (hori != 0f) { vel_y = MyRandom.Range(7f, 9f); } else { vel_y = MyRandom.Range(5f, 7f); } var vel = new Vector3(0f, vel_y, 0f); if (MyRandom.Probability(0.2f)) { WaterSplash.Instance.spawn(ref pos, ref vel, update_time); } } var root_node = muscle_motion_.getRootNode(); root_node.rigidbody_.transform_.position_ = rigidbody_.transform_.position_ + new Vector3((Mathf.PerlinNoise((float)update_time * 4f, 0.0f) - 0.5f) * 0.04f, (Mathf.PerlinNoise((float)update_time * 4f, 0.5f) - 0.5f) * 0.04f, (Mathf.PerlinNoise((float)update_time * 4f, 1.0f) - 0.5f) * 0.04f); if (somersault_ && on_ground_time_ < 0.25f) { root_node.rigidbody_.addRelativeTorqueX(-3000f); muscle_motion_.getNode(MuscleMotion.Parts.Ribs).rigidbody_.addRelativeTorqueX(-3000f); muscle_motion_.getNode(MuscleMotion.Parts.Ribs2).rigidbody_.addRelativeTorqueX(-3000f); muscle_motion_.getNode(MuscleMotion.Parts.Ribs3).rigidbody_.addRelativeTorqueX(-3000f); muscle_motion_.getNode(MuscleMotion.Parts.Hip).rigidbody_.addRelativeTorqueX(-3000f); } else { root_node.rigidbody_.addTorqueY(hori * 1000f); root_node.rigidbody_.addRelativeTorqueZ(-hori * 1000f); root_node.rigidbody_.addSpringTorque(ref rigidbody_.transform_.rotation_, 4000f); } muscle_motion_.addTorqueX(MuscleMotion.Parts.L_Tale1, MyRandom.Range(500f, 1200f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.L_Tale4, MyRandom.Range(-4000f, 4000f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.R_Tale1, MyRandom.Range(500f, 1200f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.R_Tale4, MyRandom.Range(-4000f, 4000f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.L_SusoBack, MyRandom.Range(300f, 600f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.L_SusoFront, MyRandom.Range(-600f, -300f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.R_SusoBack, MyRandom.Range(300f, 600f)); muscle_motion_.addTorqueX(MuscleMotion.Parts.R_SusoFront, MyRandom.Range(-600f, -300f)); Vector3 e_pos; if (jump_tame_duration_ > 0.75f || on_ground_time_ < 1f) { var node = muscle_motion_.getNode(MuscleMotion.Parts.Head); node.rigidbody_.addRelativeTorqueX(-4000f); } else if (MyCollider.getNearestEnemyPosition(out e_pos)) { muscle_motion_.getNode(MuscleMotion.Parts.Head).rigidbody_.addSpringTorque(ref e_pos, 4000f); } { var intersect_point = CV.Vector3Zero; if (MyCollider.getHitOpponentForPlayer(collider_, ref intersect_point) == MyCollider.Type.EnemyBullet) { var node = muscle_motion_.getNode(MuscleMotion.Parts.Ribs3); var torque = MyRandom.onSphere(1f) * 5000f; node.rigidbody_.addTorque(ref torque); Shield.Instance.spawn(ref intersect_point, ref rigidbody_.transform_.position_, update_time, Shield.Type.Green); SystemManager.Instance.registSound(DrawBuffer.SE.Shield); // hit_time_ = (float)update_time; // hit_position_ = intersect_point; } MyCollider.updatePlayer(collider_, ref rigidbody_.transform_.position_); } muscle_motion_.update(dt); on_ground_time_ += dt; }