Exemplo n.º 1
0
        public override void init()
        {
            base.init();
            rigidbody_.init();
            rigidbody_.setDamper(8f);
            collider_ = MyCollider.createPlayer();
            MyCollider.initSpherePlayer(collider_, ref rigidbody_.transform_.position_,
                                        0.5f /* radius */);
            target_cursor_.init();
            target_cursor_.transform_.position_.z = 32f;
            target_cursor_.setDamper(8f);
            fire_time_          = 0f;
            pitch_acceleration_ = 0f;
            pitch_velocity_     = 0f;
            pitch_       = 0f;
            roll_        = 0f;
            roll_target_ = 0f;

            float width = 0.3f;
            // var color = new Color(0.1f, 0.6f, 1.0f);
            var lpos = rigidbody_.transform_.transformPosition(ref l_trail_locator_);

            l_trail_ = Trail.Instance.spawn(ref lpos, width, Trail.Type.Player);
            var rpos = rigidbody_.transform_.transformPosition(ref r_trail_locator_);

            r_trail_ = Trail.Instance.spawn(ref rpos, width, Trail.Type.Player);

            // auto play
            enumerator_       = auto_play(); // この瞬間は実行されない
            autoplay_buttons_ = new int[8] {
                0, 0, 0, 0, 0, 0, 0, 0,
            };
            hit_wall_ = false;
        }
Exemplo n.º 2
0
        private void init()
        {
            rigidbody_.init();
            rigidbody_.transform_.position_.z = PLAYER_Z;
            rigidbody_.setDamper(16f);
            rigidbody_.setRotateDamper(32f);
            collider_ = MyCollider.createPlayer();
            MyCollider.initSpherePlayer(collider_, ref rigidbody_.transform_.position_,
                                        2f /* radius */);
            fire_time_        = 0f;
            can_fire_time_    = 0f;
            now_locking_      = false;
            fire_button_      = false;
            prev_fire_button_ = false;

            float width = 0.3f;
            var   lpos  = rigidbody_.transform_.transformPosition(ref l_trail_locator_);

            l_trail_ = Trail.Instance.spawn(ref lpos, width, Trail.Type.Player);
            var rpos = rigidbody_.transform_.transformPosition(ref r_trail_locator_);

            r_trail_ = Trail.Instance.spawn(ref rpos, width, Trail.Type.Player);
        }
Exemplo n.º 3
0
        public IEnumerator initialize()
        {
            base.init();

            yield return(FileUtil.preparePath("apose.dat"));

            posture_apose_ = JsonUtility.FromJson <Posture>(FileUtil.content);
            Debug.Assert(posture_apose_ != null);
            yield return(FileUtil.preparePath("pre_throw_l_arm.dat"));

            posture_pre_throw_l_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content);
            Debug.Assert(posture_pre_throw_l_arm_ != null);
            yield return(FileUtil.preparePath("pre_throw_r_arm.dat"));

            posture_pre_throw_r_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content);
            Debug.Assert(posture_pre_throw_r_arm_ != null);
            yield return(FileUtil.preparePath("throw_l_arm.dat"));

            posture_throw_l_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content);
            Debug.Assert(posture_throw_l_arm_ != null);
            yield return(FileUtil.preparePath("throw_r_arm.dat"));

            posture_throw_r_arm_ = JsonUtility.FromJson <Posture>(FileUtil.content);
            Debug.Assert(posture_throw_r_arm_ != null);
            yield return(FileUtil.preparePath("pre_jump.dat"));

            posture_pre_jump_ = JsonUtility.FromJson <Posture>(FileUtil.content);
            Debug.Assert(posture_throw_r_arm_ != null);
            throwing_cnt_l_     = 0;
            throwing_cnt_r_     = 0;
            jump_tame_duration_ = 0f;
            jump_propel_remain_ = 0f;
            on_ground_          = true;
            on_ground_time_     = 100f;
            bullet_tame_left_   = 0f;
            bullet_tame_right_  = 0f;
            // hit_time_ = 0f;
            somersault_ = false;

            muscle_motion_ = new MuscleMotion();
            muscle_motion_.init(posture_apose_, 80f /* damper */, 1500f /* spring */);
            MuscleMotion.Node root_node = muscle_motion_.getRootNode();
            look_at_ = new Vector3(0f, 1f, 0f);
            rigidbody_.setPosition(0f, 1f, 15f);
            var rot = Quaternion.LookRotation(look_at_ - rigidbody_.transform_.position_);

            rigidbody_.setRotation(ref rot);
            rigidbody_.setDamper(10f);
            rigidbody_.setRotateDamper(50f);
            root_node.rigidbody_.setDamper(10f);
            root_node.rigidbody_.setRotateDamper(40f);

            collider_ = MyCollider.createPlayer();
            MyCollider.initSpherePlayer(collider_, ref rigidbody_.transform_.position_, 1f /* radius */);

            // muscle_motion_.fix(MuscleMotion.Parts.Ribs, 0.4f /* interpolate_ratio */);
            // muscle_motion_.fix(MuscleMotion.Parts.Ribs2);
            // muscle_motion_.fix(MuscleMotion.Parts.Ribs3, 0.4f /* interpolate_ratio */);
            // muscle_motion_.fix(MuscleMotion.Parts.Hip, 0.1f /* interpolate_ratio */);
            {       /* body */
                float damper       = 60f;
                float spring_ratio = 800f;
                muscle_motion_.setParams(MuscleMotion.Parts.Ribs, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.Ribs2, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.Ribs3, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.Hip, damper, spring_ratio);
            }
            {       /* arms */
                float damper       = 50f;
                float spring_ratio = 1000f;
                muscle_motion_.setParams(MuscleMotion.Parts.L_Shoulder, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_UpperArm, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_ForeArm, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Wrist, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Shoulder, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_UpperArm, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_ForeArm, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Wrist, damper, spring_ratio);
            }
            {       /* legs */
                float damper       = 30f;
                float spring_ratio = 500f;
                muscle_motion_.setParams(MuscleMotion.Parts.L_Thigh, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Knee, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Ancle, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Toe, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Thigh, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Knee, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Ancle, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Toe, damper, spring_ratio);
            }
            {       /* tales */
                float damper       = 10f;
                float spring_ratio = 200f;
                muscle_motion_.setParams(MuscleMotion.Parts.L_Tale1, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Tale2, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Tale3, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Tale4, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Tale1, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Tale2, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Tale3, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Tale4, damper, spring_ratio);
            }
            {       /* ribbons */
                float damper       = 2f;
                float spring_ratio = 100f;
                muscle_motion_.setParams(MuscleMotion.Parts.L_Ribbon1, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_Ribbon2, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Ribbon1, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_Ribbon2, damper, spring_ratio);
            }
            {       /* suso */
                float damper       = 10f;
                float spring_ratio = 200f;
                muscle_motion_.setParams(MuscleMotion.Parts.L_SusoBack, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.L_SusoFront, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_SusoBack, damper, spring_ratio);
                muscle_motion_.setParams(MuscleMotion.Parts.R_SusoFront, damper, spring_ratio);
            }
        }