コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        BodyRoot.transform.position = new Vector3(Head.transform.position.x, CameraRig.transform.position.y, Head.transform.position.z);
        if ((BodyRoot.transform.position - PastPos).magnitude > .005f)
        {
            FeetRoot.GetComponent <FootMovment>().HeightMultiplyer += .01f;
            //Debug.Log("Angle is: "+Quaternion.Angle(FeetRoot.rotation, Quaternion.Euler(0, BodyRoot.transform.rotation.eulerAngles.y, 0)));
            if (Quaternion.Angle(Quaternion.LookRotation(BodyRoot.transform.position - PastPos), Quaternion.Euler(0, Head.transform.rotation.eulerAngles.y, 0)) < 100)
            {
                Hips.transform.rotation = Quaternion.RotateTowards(Hips.transform.rotation, Quaternion.Euler(0, Quaternion.LookRotation(BodyRoot.transform.position - PastPos).eulerAngles.y, 0) * HipOffsetRot, 3);
                FeetRoot.rotation       = Quaternion.RotateTowards(FeetRoot.rotation, Quaternion.Euler(0, Quaternion.LookRotation(BodyRoot.transform.position - PastPos).eulerAngles.y, 0), 3);
                if (CameraRig.GetComponent <PlayerMovement>().TouchingGround)
                {
                    FeetRoot.GetComponent <FootMovment>().WalkM((BodyRoot.transform.position - PastPos).magnitude);
                }
            }
            else
            {
                Hips.transform.rotation = Quaternion.RotateTowards(Hips.transform.rotation, Quaternion.Euler(0, Quaternion.LookRotation(-(BodyRoot.transform.position - PastPos)).eulerAngles.y, 0) * HipOffsetRot, 3);
                FeetRoot.rotation       = Quaternion.RotateTowards(FeetRoot.rotation, Quaternion.Euler(0, Quaternion.LookRotation(-(BodyRoot.transform.position - PastPos)).eulerAngles.y, 0), 3);
                if (CameraRig.GetComponent <PlayerMovement>().TouchingGround)
                {
                    FeetRoot.GetComponent <FootMovment>().WalkM(-(BodyRoot.transform.position - PastPos).magnitude);
                }
            }
        }
        else
        {
            Hips.transform.rotation = Quaternion.RotateTowards(Hips.transform.rotation, Quaternion.Euler(0, BodyRoot.transform.rotation.eulerAngles.y, 0) * HipOffsetRot, 2.5f);
            FeetRoot.rotation       = Quaternion.RotateTowards(FeetRoot.rotation, Quaternion.Euler(0, BodyRoot.transform.rotation.eulerAngles.y, 0), 2);

            FeetRoot.GetComponent <FootMovment>().HeightMultiplyer -= .01f;
        }
        for (int i = 0; i < 5; i++)
        {
            if (Quaternion.Angle(Quaternion.Euler(0, BodyRoot.transform.rotation.eulerAngles.y, 0), Quaternion.Euler(0, Head.transform.rotation.eulerAngles.y, 0)) > 90)
            {
                BodyRoot.transform.rotation = Quaternion.Slerp(BodyRoot.transform.rotation, Quaternion.Euler(0, Head.transform.rotation.eulerAngles.y, 0) * TorsoRotation, .02f);
            }
            else
            {
                if (RightArm.CantReach)
                {
                    BodyRoot.transform.rotation = Quaternion.RotateTowards(BodyRoot.transform.rotation, Quaternion.Euler(0, -90, 0) * Quaternion.Euler(0, Quaternion.FromToRotation(Vector3.forward, RightArm.Target.position - BodyRoot.transform.position).eulerAngles.y, 0) * TorsoRotation, 3);
                }
                if (LeftArm.CantReach)
                {
                    BodyRoot.transform.rotation = Quaternion.RotateTowards(BodyRoot.transform.rotation, Quaternion.Euler(0, 90, 0) * Quaternion.Euler(0, Quaternion.FromToRotation(Vector3.forward, LeftArm.Target.position - BodyRoot.transform.position).eulerAngles.y, 0) * TorsoRotation, 3);
                }
            }
            RightArm.UpdateIK();
            LeftArm.UpdateIK();
        }

        Torso.transform.position = BodyRoot.transform.rotation * Quaternion.Euler((1 - Head.transform.localPosition.y / DefaultHeight) * rotationWhenCrouched, 0, 0) * (TorsoOffset + HeadOffset) + Head.transform.position - (Quaternion.Euler(0, Head.transform.rotation.eulerAngles.y, 0) * TorsoRotation * Vector3.forward * (0.3f) * (FixEuler(Head.transform.rotation.eulerAngles.x) / 180));
        Hips.transform.position  = BodyRoot.transform.rotation * Quaternion.Euler((1 - Head.transform.localPosition.y / DefaultHeight) * rotationWhenCrouched, 0, 0) * (HipOffset + HeadOffset) + Head.transform.position - (Quaternion.Euler(0, Head.transform.rotation.eulerAngles.y, 0) * TorsoRotation * Vector3.forward * (0.3f) * (FixEuler(Head.transform.rotation.eulerAngles.x) / 180));
        Torso.transform.rotation = BodyRoot.transform.rotation * Quaternion.Euler((1 - Head.transform.localPosition.y / DefaultHeight) * rotationWhenCrouched, 0, 0) * TorsoOffsetRotation;
        //Debug.Log(FixEuler(Head.transform.rotation.eulerAngles.x) + 90);
        HeadRoot.transform.position = Head.transform.position + (Head.transform.rotation * HeadOffset);
        HeadRoot.transform.rotation = Head.transform.rotation * HeadRotation;
        FeetRoot.position           = new Vector3(Torso.transform.position.x, CameraRig.transform.position.y, Torso.transform.position.z);



        PastPos = BodyRoot.transform.position;
        RightArm.UpdateIK();
        LeftArm.UpdateIK();
    }