/// <summary> /// Stand and relax playing default animation. /// </summary> public void Idle() { if (_locked) { return; } State = MotionState.Idling; _motion.Animate(AnimationState.Idling); SetSpeed(0); if (_motion.Target != _transform.position) { _motion.Target = _transform.position; } }
/// <summary> /// Stand and relax playing default animation. /// </summary> public void Idle() { if (_locked) { return; } _motion.State = MotionState.Idling; _motion.Animate(AnimationState.Idling); if (!_motion.ClampIdleRotation) { if (_motion.IdleRotationSpeed != 0) { _head.eulerAngles += new Vector3(0, _motion.IdleRotationSpeed, 0); } } else { if (Mathf.Abs(_head.eulerAngles.y - _motion.ClampedIdleRotStart) % 360 <= ClampedRotError || Mathf.Abs(_head.eulerAngles.y - _motion.ClampedIdleRotEnd) % 360 <= ClampedRotError) { _motion.IdleRotationSpeed *= -1; } if (_motion.IdleRotationSpeed != 0) { _head.eulerAngles += new Vector3(0, _motion.IdleRotationSpeed, 0); } } }