예제 #1
0
    /*******************************************************************
    * * アニメーションの処理
    * *****************************************************************/
    void AnimationState()
    {
        // 現在流れているanimationが前のアニメーションと違うなら処理
        if (preAniState != AniState)
        {
            // アニメーション初期化
            InitializeAnimation();

            switch (AniState)
            {
            case ANIMATION_STATE._IDLE_ANIMATION:
                break;

            case ANIMATION_STATE._WALK_ANIMATION:
                animator.SetBool("WALK", true);
                break;

            case ANIMATION_STATE._RUN_ANIMATION:
                animator.SetBool("RUN", true);
                break;

            case ANIMATION_STATE._STOP_ANIMATION:
                animator.SetBool("STOP", true);
                break;

            case ANIMATION_STATE._CLEAR_ANIMATION:
                break;
            }
            this.preAniState = this.AniState;
        }
    }
예제 #2
0
    /*******************************************************************
    * * 動きの処理
    * *****************************************************************/
    void PlayerMove()
    {
        // ロボットが空中にいたらこれ以降処理を読まない
        if (!isGround)
        {
            return;
        }

        this.cameraDirection = Vector3.Scale(mCamera.transform.forward, new Vector3(1, 0, 1)).normalized;              // カメラの方向から、X-Z平面の単位ベクトルを取得

        if (horizontal != 0 || vertical != 0)
        {
            this.moveDirection  = (cameraDirection * vertical + mCamera.transform.right * horizontal).normalized;
            transform.rotation  = Quaternion.LookRotation(moveDirection);                                                   // キャラクターの向きを進行方向に
            this.moveDirection *= walkSpeed;
            this.AniState       = ANIMATION_STATE._WALK_ANIMATION;
        }
        else
        {
            this.AniState      = ANIMATION_STATE._IDLE_ANIMATION;
            this.moveDirection = Vector3.zero;                                      // 移動方向初期化
            rigidBody.velocity = Vector3.zero;                                      // 移動量初期化
        }

        // Yボタンが押されたらロボットを稼働停止にさせる
        if (xboxInput.Check(XboxInput.KEYMODE.DOWN, XboxInput.PAD.KEY_Y))
        {
            StopMove();
            return;
        }

        this.rigidBody.velocity = moveDirection * Time.deltaTime;                   // 速度設定
    }
    [SerializeField] float fStabTorsoRotMulti = 40f; //multiplier value that decides how much the character's torso rotates



    // Start is called before the first frame update
    void Start()
    {
        eAnimState        = ANIMATION_STATE.NONE;
        v3RightFootTarget = goRightFoot.transform.position;
        v3LeftFootTarget  = goLeftFoot.transform.position;
        v3TorsoTarget     = goChestEffector.transform.position;
        fStartHeight      = goChestEffector.transform.position.y;

        Vector3 direction = goLeftFootStab.transform.position - goRightFootStab.transform.position;
        Vector3 left      = Vector3.Cross(Vector3.up, direction);

        fStabTorsoRotation = left.x * fStabTorsoRotMulti;
    }
예제 #4
0
 public void ToggleAnimation(ANIMATION_STATE newState)
 {
     if (newState == ANIMATION_STATE.IDLE)
     {
         animationState = ANIMATION_STATE.IDLE;
         animator.ResetTrigger("Walk");
         animator.SetTrigger("Idle");
     }
     else if (newState == ANIMATION_STATE.WALK)
     {
         animationState = ANIMATION_STATE.IDLE;
         animator.ResetTrigger("Idle");
         animator.SetTrigger("Walk");
     }
 }
예제 #5
0
    private void Use(GameObject newAnimation, ANIMATION_STATE newState)
    {
        GameObject.Destroy(animation, 0);
        Vector3 pos = this.transform.position;

        pos.x = pos.x + animationSpawnOffset.x;
        pos.y = pos.y + animationSpawnOffset.y;
        pos.z = pos.z + animationSpawnOffset.z;
        Quaternion rotation;

        if (animation == null)
        {
            rotation = this.transform.rotation;
        }
        else
        {
            rotation = animation.transform.rotation;
        }
        animation = Instantiate(newAnimation, pos, rotation);
        animation.transform.parent = this.transform;
        animationState             = newState;
    }
예제 #6
0
 /// <summary>
 /// 애니메이션 변경 함수
 /// </summary>
 /// <param name="state"></param>
 public void SetAnimation(ANIMATION_STATE state)
 {
     _animatorComp.SetInteger("AnimState", (int)state);
 }
    public void Generate()
    {
        if (Application.isPlaying)
        {
            //delete any markers
            GameObject[] markers = GameObject.FindGameObjectsWithTag("Marker");
            if (markers.Length != 0)
            {
                for (int i = 0; i < markers.Length; i++)
                {
                    Destroy(markers[i]);
                }
                Debug.Log("Destroyed Markers");
            }
            else
            {
                Debug.Log("No Markers To Destroy");
            }

            //put feet into starting positions (arms are handled in the switch statement)
            v3RightFootTarget = goRightFootStart.transform.position;
            v3LeftFootTarget  = goLeftFootStart.transform.position;
            goRightFoot.transform.position = v3RightFootTarget;
            goLeftFoot.transform.position  = v3LeftFootTarget;
            switch (eAttackType)
            {
            case ATTACK_TYPE.THRUST:
                //set a number of random positions in front of the character (spread affected by skill)
                Vector3 stabCentre = goStabStart.transform.position +
                                     (fStabDistance * goCharacter.transform.forward);
                stabLocations = new Vector3[iNumOfAttacks];
                if (fAttackSkill < 1)
                {
                    for (int i = 0; i < iNumOfAttacks; i++)
                    {
                        //set to random location
                        Vector2 randomPos   = Random.insideUnitCircle * (1 / fAttackSkill) * fStabMultiplier;
                        Vector3 randomPoint = stabCentre + new Vector3(randomPos.x, randomPos.y, 0);     //convert to 3D point
                                                                                                         //rotate point around pivot
                        Vector3 dir = randomPoint - stabCentre;
                        dir              = goCharacter.transform.rotation * dir;
                        randomPoint      = dir + stabCentre;
                        stabLocations[i] = randomPoint;
                        GameObject.Instantiate(goStabMarkerPrefab, stabLocations[i], goCharacter.transform.rotation);
                    }
                }
                else
                {
                    for (int i = 0; i < iNumOfAttacks; i++)
                    {
                        //set to stab position
                        stabLocations[i] = stabCentre;
                        GameObject.Instantiate(goStabMarkerPrefab, stabLocations[i], goCharacter.transform.rotation);
                    }
                }
                //move left hand
                goOffHand.transform.position = goOffHandStab.transform.position;
                goOffHand.transform.rotation = goOffHandStab.transform.rotation;
                //move fingers
                goOffIndex.transform.position  = goOffStabIndex.transform.position;
                goOffIndex.transform.rotation  = goOffStabIndex.transform.rotation;
                goOffMiddle.transform.position = goOffStabMiddle.transform.position;
                goOffMiddle.transform.rotation = goOffStabMiddle.transform.rotation;
                goOffRing.transform.position   = goOffStabRing.transform.position;
                goOffRing.transform.rotation   = goOffStabRing.transform.rotation;
                goOffPinky.transform.position  = goOffStabPinky.transform.position;
                goOffPinky.transform.rotation  = goOffStabPinky.transform.rotation;
                goOffThumb.transform.position  = goOffStabThumb.transform.position;
                goOffThumb.transform.rotation  = goOffStabThumb.transform.rotation;

                iIndex     = 0;
                startTime  = Time.time;
                windupTime = 1f / (fAttackSpeed * fStabSpeedMultiplier);
                eAnimState = ANIMATION_STATE.WINDUP;
                break;

            case ATTACK_TYPE.SLASH:
                //plan slashing positions
                v3SlashCentre = goCharacter.transform.position +
                                new Vector3(0, fSlashHeight * goCharacter.transform.up.y, 0) +
                                (fSlashDistance * goCharacter.transform.forward);
                slashPoints   = new GameObject[iNumOfAttacks];
                tSlashStarts  = new Transform[iNumOfAttacks];
                tSlashEnds    = new Transform[iNumOfAttacks];
                tSlashWindups = new Transform[iNumOfAttacks];

                for (int i = 0; i < iNumOfAttacks; i++)
                {
                    slashPoints[i] = Instantiate(goSlashPointPrefab, v3SlashCentre, Quaternion.identity);
                    slashPoints[i].transform.Rotate(Vector3.up, goCharacter.transform.rotation.eulerAngles.y);
                    //If the user wants random directions, randomise some directions
                    if (bRandomDirection)
                    {
                        int randomDirection = Random.Range(0, 359);
                        iAttackDirection = randomDirection;
                        slashPoints[i].transform.Rotate(Vector3.forward, iAttackDirection + 90f);  //add 90 degrees to rotation so that 0 is vertically down
                    }
                    else                                                                           //else, put all attacks in the same direction
                    {
                        slashPoints[i].transform.Rotate(Vector3.forward, iAttackDirection + 90f);  //add 90 degrees to rotation so that 0 is vertically down
                    }
                    if (slashPoints[i].GetComponent <SlashPoint>() != null)                        //is there a slash point script?
                    {
                        if (slashPoints[i].GetComponent <SlashPoint>().slashLocations.Length == 2) //Are there two slash locations?
                        {
                            tSlashStarts[i] = slashPoints[i].GetComponent <SlashPoint>().slashLocations[0].transform;
                            tSlashEnds[i]   = slashPoints[i].GetComponent <SlashPoint>().slashLocations[1].transform;
                            slashPoints[i].GetComponent <SlashPoint>().slashWindup.transform.position = new Vector3(slashPoints[i].GetComponent <SlashPoint>().slashWindup.transform.position.x,
                                                                                                                    slashPoints[i].GetComponent <SlashPoint>().slashWindup.transform.position.y,
                                                                                                                    fWindupDistance);
                            if ((iAttackDirection + 90f) > fMinAvoidAngle && (iAttackDirection + 90f) < fMaxAvoidAngle)
                            {
                                //get windup position closest to windup of the slash point
                                GameObject nearestWindup = null;
                                float      minDistance   = Mathf.Infinity;
                                foreach (GameObject windup in presetWindups)
                                {
                                    float distance = Vector3.Distance(windup.transform.position, slashPoints[i].GetComponent <SlashPoint>().slashWindup.transform.position);
                                    if (distance < minDistance)
                                    {
                                        nearestWindup = windup;
                                        minDistance   = distance;
                                    }
                                }
                                tSlashWindups[i] = nearestWindup.transform;
                                Debug.Log(nearestWindup.name);
                            }
                            else
                            {
                                tSlashWindups[i] = slashPoints[i].GetComponent <SlashPoint>().slashWindup.transform;
                            }
                        }
                        else
                        {
                            Debug.LogError("There must be two slash locations on the slash point");
                        }
                    }
                    else
                    {
                        Debug.LogError("Slash Point has no script!");
                    }
                }
                //put character in slashing stance
                goSwordHand.transform.position = goSlashIdle.transform.position;
                goSwordHand.transform.rotation = goSlashIdle.transform.rotation;
                //move fingers
                goOffIndex.transform.position  = goOffSlashIndex.transform.position;
                goOffIndex.transform.rotation  = goOffSlashIndex.transform.rotation;
                goOffMiddle.transform.position = goOffSlashMiddle.transform.position;
                goOffMiddle.transform.rotation = goOffSlashMiddle.transform.rotation;
                goOffRing.transform.position   = goOffSlashRing.transform.position;
                goOffRing.transform.rotation   = goOffSlashRing.transform.rotation;
                goOffPinky.transform.position  = goOffSlashPinky.transform.position;
                goOffPinky.transform.rotation  = goOffSlashPinky.transform.rotation;
                goOffThumb.transform.position  = goOffSlashThumb.transform.position;
                goOffThumb.transform.rotation  = goOffSlashThumb.transform.rotation;

                iIndex      = 0;
                iSlashStage = 0;
                startTime   = Time.time;
                windupTime  = 1f / (fAttackSpeed);
                arcStart    = goSlashIdle.transform.position;
                arcEnd      = tSlashWindups[iIndex].position;
                eAnimState  = ANIMATION_STATE.WINDUP;
                break;

            default:
                break;
            }
        }
        else
        {
            Debug.LogError("Animations can only be generated in Play Mode");
        }
    }
    // Update is called once per frame
    void Update()
    {
        //update left hand position while slashing
        if (eAttackType == ATTACK_TYPE.SLASH && eAnimState != ANIMATION_STATE.NONE)
        {
            goOffHand.transform.position = goSlashOffHandPoint.transform.position;
            goOffHand.transform.rotation = goSlashOffHandPoint.transform.rotation;
        }

        switch (eAnimState)
        {
        case ANIMATION_STATE.NONE:
            break;

        case ANIMATION_STATE.WINDUP:
            //move to start positions
            switch (eAttackType)
            {
            case ATTACK_TYPE.THRUST:
                fracComplete = (Time.time - startTime) / windupTime;
                //rotate hand back
                goSwordHand.transform.position = Vector3.Lerp(goSwordHand.transform.position, goStabStart.transform.position, fracComplete);

                if (goSwordHand.transform.position == goStabStart.transform.position)
                {
                    if (iIndex > stabLocations.Length - 1)
                    {
                        startTime  = Time.time;
                        windupTime = 1f / (fAttackSpeed * fStabSpeedMultiplier);
                        eAnimState = ANIMATION_STATE.RETURN;
                    }
                    else
                    {
                        startTime  = Time.time;
                        stabTime   = 1f / (fAttackSpeed * fAttackWeight * fStabSpeedMultiplier);
                        eAnimState = ANIMATION_STATE.ATTACK;
                    }
                }
                break;

            case ATTACK_TYPE.SLASH:

                //plan arc
                Vector3 arcCentre = tSlashCentre.position;

                Vector3 arcStartRel = arcStart - arcCentre;
                Vector3 arcEndRel   = arcEnd - arcCentre;

                fracComplete = (Time.time - startTime) / windupTime;

                //rotate chest to angle towards start point (based on fAttackSkill)
                Vector3    torsoCentre = new Vector3(v3SlashCentre.x, goChestEffector.transform.position.y, v3SlashCentre.z);      //Vector3 for the centre of the torso's rotation (directly facing the direction of v3SlashCentre)
                Vector3    lookPoint   = Vector3.Lerp(tSlashStarts[iIndex].position, torsoCentre, fAttackSkill);
                Vector3    direction   = lookPoint - goChestEffector.transform.position;
                Quaternion toRotation  = Quaternion.FromToRotation(goChestEffector.transform.forward, direction);
                goChestEffector.transform.rotation = Quaternion.Lerp(goChestEffector.transform.rotation, toRotation, fracComplete);

                //move/rotate right hand to windup point
                goSwordHand.transform.position  = Vector3.Slerp(arcStartRel, arcEndRel, fracComplete);
                goSwordHand.transform.position += arcCentre;
                goSwordHand.transform.rotation  = Quaternion.Lerp(goSwordHand.transform.rotation, tSlashWindups[iIndex].rotation, fracComplete);
                //move feet
                v3RightFootTarget = goRightFootStart.transform.position;
                v3LeftFootTarget  = goLeftFootStart.transform.position;
                goRightFoot.transform.position = Vector3.Lerp(goRightFoot.transform.position, v3RightFootTarget, fracComplete);
                goLeftFoot.transform.position  = Vector3.Lerp(goLeftFoot.transform.position, v3LeftFootTarget, fracComplete);

                if (goSwordHand.transform.position == tSlashWindups[iIndex].position &&
                    goRightFoot.transform.position == goRightFootStart.transform.position &&
                    goLeftFoot.transform.position == goLeftFootStart.transform.position)
                {
                    iSlashStage = 1;
                    startTime   = Time.time;
                    slashTime   = 1f / (fAttackSpeed * fAttackWeight);
                    arcStart    = tSlashWindups[iIndex].position;
                    arcEnd      = tSlashStarts[iIndex].position;
                    eAnimState  = ANIMATION_STATE.ATTACK;
                }
                break;

            default:
                break;
            }
            break;

        case ANIMATION_STATE.ATTACK:
            switch (eAttackType)
            {
            case ATTACK_TYPE.SLASH:
                //move arms and chest to starting position of the slash

                if (iSlashStage == 1)
                {
                    //plan arc


                    Vector3 arcCentre = (arcStart + arcEnd) * 0.5f;
                    arcCentre -= new Vector3(0, 1, 0);         //adjust as necessary

                    Vector3 arcStartRel = arcStart - arcCentre;
                    Vector3 arcEndRel   = arcEnd - arcCentre;

                    fracComplete = (Time.time - startTime) / slashTime;

                    //move chest towards centre?
                    Vector3    torsoCentre = new Vector3(v3SlashCentre.x, goChestEffector.transform.position.y, v3SlashCentre.z);      //Vector3 for the centre of the torso's rotation (directly facing the direction of v3SlashCentre)
                    Vector3    direction   = torsoCentre - goChestEffector.transform.position;
                    Quaternion toRotation  = Quaternion.FromToRotation(goChestEffector.transform.forward, direction);
                    goChestEffector.transform.rotation = Quaternion.Lerp(goChestEffector.transform.rotation, toRotation, fracComplete);

                    goSwordHand.transform.position  = Vector3.Slerp(arcStartRel, arcEndRel, fracComplete);
                    goSwordHand.transform.position += arcCentre;
                    goSwordHand.transform.rotation  = Quaternion.Lerp(goSwordHand.transform.rotation, tSlashStarts[iIndex].rotation, fracComplete);
                    //move feet
                    v3RightFootTarget = goRightFootSlashStart.transform.position;
                    v3LeftFootTarget  = goLeftFootSlashStart.transform.position;
                    goRightFoot.transform.position = Vector3.Lerp(goRightFoot.transform.position, v3RightFootTarget, fracComplete);
                    goLeftFoot.transform.position  = Vector3.Lerp(goLeftFoot.transform.position, v3LeftFootTarget, fracComplete);

                    if (goSwordHand.transform.position == tSlashStarts[iIndex].position &&
                        goRightFoot.transform.position == goRightFootSlashStart.transform.position &&
                        goLeftFoot.transform.position == goLeftFootSlashStart.transform.position)
                    {
                        iSlashStage = 2;
                        startTime   = Time.time;
                        arcStart    = tSlashStarts[iIndex].position;
                        arcEnd      = tSlashEnds[iIndex].position;
                        slashTime   = 1f / (fAttackSpeed * fAttackWeight);
                    }
                }
                //once the arms get to starting position
                else if (iSlashStage == 2)
                {
                    //plan arc


                    Vector3 arcCentre = tSlashCentre.position;

                    Vector3 arcStartRel = arcStart - arcCentre;
                    Vector3 arcEndRel   = arcEnd - arcCentre;

                    fracComplete = (Time.time - startTime) / slashTime;

                    //rotate chest to angle towards end point (based on fAttackSkill)
                    Vector3    torsoCentre = new Vector3(v3SlashCentre.x, goChestEffector.transform.position.y, v3SlashCentre.z);      //Vector3 for the centre of the torso's rotation (directly facing the direction of v3SlashCentre)
                    Vector3    lookPoint   = Vector3.Lerp(tSlashEnds[iIndex].position, torsoCentre, fAttackSkill);
                    Vector3    direction   = lookPoint - goChestEffector.transform.position;
                    Quaternion toRotation  = Quaternion.FromToRotation(goChestEffector.transform.forward, direction);
                    goChestEffector.transform.rotation = Quaternion.Lerp(goChestEffector.transform.rotation, toRotation, fracComplete);

                    //lerp hand positions and rotations, move chest to match
                    goSwordHand.transform.position  = Vector3.Slerp(arcStartRel, arcEndRel, fracComplete);
                    goSwordHand.transform.position += arcCentre;
                    goSwordHand.transform.rotation  = Quaternion.Lerp(goSwordHand.transform.rotation, tSlashEnds[iIndex].rotation, fracComplete);
                    //move feet
                    v3RightFootTarget = goRightFootSlashEnd.transform.position;
                    v3LeftFootTarget  = goLeftFootSlashEnd.transform.position;
                    goRightFoot.transform.position = Vector3.Lerp(goRightFoot.transform.position, v3RightFootTarget, fracComplete);
                    goLeftFoot.transform.position  = Vector3.Lerp(goLeftFoot.transform.position, v3LeftFootTarget, fracComplete);

                    if (goSwordHand.transform.position == tSlashEnds[iIndex].position &&
                        goRightFoot.transform.position == goRightFootSlashEnd.transform.position &&
                        goLeftFoot.transform.position == goLeftFootSlashEnd.transform.position)
                    {
                        //after all positions, iterate
                        iIndex++;
                        startTime  = Time.time;
                        windupTime = 1f / (fAttackSpeed);
                        arcStart   = tSlashEnds[iIndex - 1].position;
                        arcEnd     = goSlashIdle.transform.position;
                        eAnimState = ANIMATION_STATE.RETURN;
                    }
                }
                else
                {
                    Debug.LogError("Slash Stage Is Neither 1 or 2 During Attack State");
                    return;
                }
                break;

            case ATTACK_TYPE.THRUST:
                //get current attack
                currentAttack = stabLocations[iIndex];
                //adjust for torso rotation
                Vector3 dir      = currentAttack - goStabStart.transform.position;
                float   rotation = (fStabTorsoRotation * -1) / 2;
                dir           = Quaternion.Euler(0, rotation, 0) * dir;
                currentAttack = dir + goStabStart.transform.position;
                goSwordHand.transform.LookAt(currentAttack);
                goSwordHand.transform.rotation *= goStabStart.transform.localRotation;
                fracComplete = (Time.time - startTime) / stabTime;
                goSwordHand.transform.position = Vector3.Lerp(goSwordHand.transform.position, currentAttack, fracComplete);

                //move feet?
                fCentreOfMassDistribution      = Mathf.Lerp(fCentreOfMassDistribution, 0.5f, fracComplete);
                v3RightFootTarget              = goRightFootStab.transform.position;
                v3LeftFootTarget               = goLeftFootStab.transform.position;
                goRightFoot.transform.position = Vector3.Lerp(goRightFoot.transform.position, v3RightFootTarget, fracComplete);
                goLeftFoot.transform.position  = Vector3.Lerp(goLeftFoot.transform.position, v3LeftFootTarget, fracComplete);
                goLeftFoot.transform.rotation  = Quaternion.Lerp(goLeftFoot.transform.rotation, goLeftFootStab.transform.rotation, fracComplete);


                if (goSwordHand.transform.position == currentAttack &&
                    goRightFoot.transform.position == goRightFootStab.transform.position &&
                    goLeftFoot.transform.position == goLeftFootStab.transform.position)
                {
                    iIndex++;
                    startTime  = Time.time;
                    windupTime = 1f / (fAttackSpeed * fStabSpeedMultiplier);
                    eAnimState = ANIMATION_STATE.WINDUP;
                }
                break;

            default:
                break;
            }
            break;

        case ANIMATION_STATE.RETURN:
            //return to default position, delete all markers
            switch (eAttackType)
            {
            case ATTACK_TYPE.SLASH:
                //return to idle

                //plan arc
                Vector3 arcCentre = tSlashCentre.position;

                Vector3 arcStartRel = arcStart - arcCentre;
                Vector3 arcEndRel   = arcEnd - arcCentre;

                fracComplete = (Time.time - startTime) / windupTime;

                //rotate chest to angle towards centre
                Vector3    torsoCentre = new Vector3(v3SlashCentre.x, goChestEffector.transform.position.y, v3SlashCentre.z);      //Vector3 for the centre of the torso's rotation (directly facing the direction of v3SlashCentre)
                Vector3    direction   = torsoCentre - goChestEffector.transform.position;
                Quaternion toRotation  = Quaternion.FromToRotation(goChestEffector.transform.forward, direction);
                goChestEffector.transform.rotation = Quaternion.Lerp(goChestEffector.transform.rotation, toRotation, fracComplete);

                goSwordHand.transform.position  = Vector3.Slerp(arcStartRel, arcEndRel, fracComplete);
                goSwordHand.transform.position += arcCentre;
                goSwordHand.transform.rotation  = Quaternion.Lerp(goSwordHand.transform.rotation, goSlashIdle.transform.rotation, fracComplete);
                //move feet
                v3RightFootTarget = goRightFootStart.transform.position;
                v3LeftFootTarget  = goLeftFootStart.transform.position;
                goRightFoot.transform.position = Vector3.Lerp(goRightFoot.transform.position, v3RightFootTarget, fracComplete);
                goLeftFoot.transform.position  = Vector3.Lerp(goLeftFoot.transform.position, v3LeftFootTarget, fracComplete);

                if (goSwordHand.transform.position == goSlashIdle.transform.position &&
                    goRightFoot.transform.position == goRightFootStart.transform.position &&
                    goLeftFoot.transform.position == goLeftFootStart.transform.position)
                {
                    if (iIndex > slashPoints.Length - 1)
                    {
                        eAnimState = ANIMATION_STATE.NONE;
                    }
                    else
                    {
                        startTime         = Time.time;
                        windupTime        = 1f / (fAttackSpeed);
                        arcStart          = tSlashEnds[iIndex - 1].position;
                        arcEnd            = tSlashWindups[iIndex].position;
                        v3RightFootTarget = goRightFootStart.transform.position;
                        v3LeftFootTarget  = goLeftFootStart.transform.position;

                        eAnimState = ANIMATION_STATE.WINDUP;
                    }
                }
                break;

            case ATTACK_TYPE.THRUST:
                //return to default
                fracComplete = (Time.time - startTime) / windupTime;
                //rotate hand back to normal
                goSwordHand.transform.position = Vector3.Lerp(goSwordHand.transform.position, goStabStart.transform.position, fracComplete);
                goSwordHand.transform.rotation = goStabStart.transform.rotation;

                //move left hand
                goOffHand.transform.position = Vector3.Lerp(goOffHand.transform.position, goOffHandStabIdle.transform.position, fracComplete);
                goOffHand.transform.rotation = goOffHandStabIdle.transform.rotation;

                //move feet back
                fCentreOfMassDistribution      = Mathf.Lerp(fCentreOfMassDistribution, -0.5f, fracComplete);
                v3RightFootTarget              = goRightFootStart.transform.position;
                v3LeftFootTarget               = goLeftFootStart.transform.position;
                goRightFoot.transform.position = Vector3.Lerp(goRightFoot.transform.position, v3RightFootTarget, fracComplete);
                goLeftFoot.transform.position  = Vector3.Lerp(goLeftFoot.transform.position, v3LeftFootTarget, fracComplete);
                goLeftFoot.transform.rotation  = Quaternion.Lerp(goLeftFoot.transform.rotation, goLeftFootStart.transform.rotation, fracComplete);

                if (goSwordHand.transform.position == goStabStart.transform.position &&
                    goRightFoot.transform.position == goRightFootStart.transform.position &&
                    goLeftFoot.transform.position == goLeftFootStart.transform.position &&
                    goOffHand.transform.position == goOffHandStabIdle.transform.position)
                {
                    eAnimState = ANIMATION_STATE.NONE;
                }
                break;

            default:
                break;
            }
            break;

        default:
            break;
        }

        //foot/chest placement
        //make sure feet stay on floor when not moving
        if (!bRightLegMoving)
        {
            goRightFoot.transform.position = new Vector3(goRightFoot.transform.position.x, fFootHeight, goRightFoot.transform.position.z);
        }
        if (!bLeftLegMoving)
        {
            goLeftFoot.transform.position = new Vector3(goLeftFoot.transform.position.x, fFootHeight, goLeftFoot.transform.position.z);
        }

        //get centre of mass based on foot position
        float ratio = fCentreOfMassDistribution + 1;
        //fix to get local direction instead of global
        Vector3 leftDistributed  = goLeftFoot.transform.position * (2 - ratio);
        Vector3 rightDistributed = goRightFoot.transform.position * ratio;
        Vector3 midpoint         = (leftDistributed + rightDistributed) / 2;

        v3TorsoTarget = midpoint;

        //torso follows to keep centre of mass balanced (within a range)
        goChestEffector.transform.position = v3TorsoTarget; //no need to lerp as the feet lerping will gradually change the target position instead.

        //calculate height to put torso at based on distance between feet
        float footDifference = Mathf.Abs(goLeftFoot.transform.localPosition.z - goRightFoot.transform.localPosition.z);
        float height         = fStartHeight - footDifference / fCrouchRate;

        //move player to that height
        goChestEffector.transform.position = new Vector3(goChestEffector.transform.position.x, height, goChestEffector.transform.position.z);
        if (eAttackType == ATTACK_TYPE.THRUST)
        {
            //twist torso if thrusting sword
            Vector3 direction = goLeftFoot.transform.localPosition - goRightFoot.transform.localPosition;
            Vector3 left      = Vector3.Cross(Vector3.up, direction);
            goChestEffector.transform.rotation = goCharacter.transform.rotation * Quaternion.Euler(0, left.x * fStabTorsoRotMulti, 0);
        }
        else
        {
            goChestEffector.transform.rotation = goCharacter.transform.rotation;
        }
    }