private int leftLegAngles; //左手摆动角度 void Start() { height = 32; cc = gameObject.AddComponent <CharacterController>(); cc.radius = 0.4f; cc.height = (height / 32f); cc.center = Vector3.up * (height / 32f / 2); cc.stepOffset = 0.5f; gameObject.AddComponent <MeshRenderer>().material = Materials.ling; head = new ModelPart(ling, "head"); head.setOffset(0, 16); head.addBoxToMesh(-4, 24, -4, 8, 8, 8, 1); head.createMesh(); body = new ModelPart(ling, "body"); body.setOffset(16, 0); body.addBoxToMesh(-4, 12, -2, 8, 12, 4, 1); body.createMesh(); arm1 = new ModelPart(ling, "arm1"); arm1.setOffset(40, 0); arm1.addBoxToMesh(4, 12, -2, 4, 12, 4, 1); arm1.setRotPoint(2, 22, 0); arm1.createMesh(); arm2 = new ModelPart(ling, "arm2"); arm2.setOffset(40, 0); arm2.addBoxToMesh(-8, 12, -2, 4, 12, 4, 1); arm2.setRotPoint(-4, 22, 0); arm2.createMesh(); leg1 = new ModelPart(ling, "leg1"); leg1.setOffset(0, 0); leg1.addBoxToMesh(0, 0, -2, 4, 12, 4, 1); leg1.setRotPoint(-2, 10, 0); leg1.createMesh(); leg2 = new ModelPart(ling, "leg2"); leg2.setOffset(0, 0); leg2.addBoxToMesh(-4, 0, -2, 4, 12, 4, 1); leg2.setRotPoint(-2, 10, 0); leg2.createMesh(); armDirection = Vector3.right; legDirection = Vector3.left; }
void Start() { height = 28; cc = gameObject.AddComponent <CharacterController>(); cc.radius = 0.4f; cc.height = (height / 32f); cc.center = Vector3.up * (height / 32f / 2); cc.stepOffset = 0.5f; gameObject.AddComponent <MeshRenderer>().material = Materials.ling; gameObject.GetComponent <MeshRenderer>().material.mainTexture = Materials.blueJellyLingTexture; head = new ModelPart(ling, "head"); head.setOffset(0, 16); head.addBoxToMesh(-4, 12, -4, 8, 8, 8, 1); head.createMesh(); leg1 = new ModelPart(ling, "leg1"); leg1.setOffset(0, 0); leg1.addBoxToMesh(0, 0, 0, 4, 12, 4, 1); leg1.createMesh(); }