public GravityCalculator3D(IGroundingDetector3D gDetector) { this.detector = gDetector; FloatingTime = 0.00f; GravityAccel = 10.00f; // 標準重力加速度(1G)はおよそ 9.8 m/s2 (加速度の単位であることに注意。1秒につき速度が 9.8m/s速くなるような加速をあらわす。) MaximumSpeed = 100f; }
private void Start() { character = GetComponent <CharacterController>(); detector = GetComponent <IGroundingDetector3D>(); cameraman = new CameraAngleCalculator3D(face, this.gameObject, VirtualStickR); frictioner = new AdoptiveFriction(this.gameObject, detector); // 移動量を計算するクラスをそれぞれここで登録する。 calculators = new List <IMovementCalculator3D>(); calculators.Add(new GravityCalculator3D(detector)); calculators.Add(new WalkCalculator3D(this.gameObject, VirtualStickL)); }
public AdoptiveFriction(GameObject athleteObject, IGroundingDetector3D gDetector) { this.athlete = athleteObject; this.detector = gDetector; this.defaultParent = null; // transform.parent == null だと親を持たないオブジェクトになる? }