示例#1
0
    void KeepMoving()
    {
        rb.velocity = Vector3.zero;

        Vector3 FinalDirection = PlayerBalance.GetInitialPosition() - transform.position + CurrentDirection.normalized * 0.65f;

        if (RightFoot)
        {
            FinalDirection += PlayerBalance.GetHips().right * 0.2f;
        }
        else
        {
            FinalDirection -= PlayerBalance.GetHips().right * 0.2f;
        }

        FinalDirection.y = (FootHeight - transform.position.y) * 2f;

        rb.AddForce(FinalDirection * StepForce);

        /*
         * if (!MovingBack)
         * {
         *  if (FootHeight - transform.position.y >= 0f) FinalDirection.y = FootHeight - transform.position.y;
         *  else FinalDirection.y = transform.position.y - FootHeight;
         * }
         * else
         * {
         *  if (FootHeight / 1f - transform.position.y >= 0f) FinalDirection.y = FootHeight / 1f - transform.position.y;
         *  else FinalDirection.y = transform.position.y - FootHeight / 1f;
         *
         * }
         */
    }
示例#2
0
    public void KeepMoving()
    {
        rb.velocity = Vector3.zero;

        Vector3 FinalDirection = PlayerBalance.GetInitialPosition() - transform.position + CurrentDirection.normalized * 0.9f;

        FinalDirection.y = PlayerBalance.transform.position.y - transform.position.y;

        rb.AddForce(FinalDirection * MoveForce);
    }