public Limb(LimbComponentType type, LimbPosition position, float humanoidZ, bool isHuman) : this(type, position, humanoidZ) { if (isHuman) { this.arm = ArmSubType.Human; this.head = HeadSubType.Human; this.leg = LegSubType.Human; this.torso = TorsoSubType.Human; } }
public Limb(Limb other, LimbPosition newPosition, float humanoidZ) : base() { this.type = other.type; this.position = newPosition; this.arm = other.arm; this.head = other.head; this.leg = other.leg; this.torso = other.torso; this.humanoidZ = humanoidZ; }
//make a random limb of this type public Limb(LimbComponentType type, LimbPosition position, float humanoidZ) : base() { this.type = type; this.position = position; this.arm = (ArmSubType)random.Next(0, 3); this.head = (HeadSubType)headChoice[random.Next(0, headChoice.Length)]; this.leg = (LegSubType)random.Next(0, 2); this.torso = (TorsoSubType)random.Next(0, 1); this.humanoidZ = humanoidZ; }
public void UpdateTargetLimb(LimbPosition targetLimb, LimbAction action) { //print(currMimic.UpperLeft.transform.rotation.eulerAngles.z); switch (targetLimb) { case LimbPosition.LowerLeft: LowerLeft.UpdateLimb(action, currMimic.LowerLeft.transform.rotation.eulerAngles.z); break; case LimbPosition.LowerRight: LowerRight.UpdateLimb(action, currMimic.LowerRight.transform.rotation.eulerAngles.z); break; case LimbPosition.UpperLeft: UpperLeft.UpdateLimb(action, currMimic.UpperLeft.transform.rotation.eulerAngles.z); break; case LimbPosition.UpperRight: UpperRight.UpdateLimb(action, currMimic.UpperRight.transform.rotation.eulerAngles.z); break; } }