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45 lines
1.6 KiB
45 lines
1.6 KiB
2 years ago
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using UnityEngine;
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using System.Collections;
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public class Locomotion
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{
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private Animator m_Animator = null;
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private int m_SpeedId = 0;
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private int m_AgularSpeedId = 0;
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private int m_DirectionId = 0;
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public float m_SpeedDampTime = 0.1f;
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public float m_AnguarSpeedDampTime = 0.25f;
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public float m_DirectionResponseTime = 0.2f;
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public Locomotion(Animator animator)
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{
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m_Animator = animator;
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m_SpeedId = Animator.StringToHash("Speed");
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m_AgularSpeedId = Animator.StringToHash("AngularSpeed");
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m_DirectionId = Animator.StringToHash("Direction");
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}
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public void Do(float speed, float direction)
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{
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AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
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bool inTransition = m_Animator.IsInTransition(0);
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bool inIdle = state.IsName("Locomotion.Idle");
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bool inTurn = state.IsName("Locomotion.TurnOnSpot") || state.IsName("Locomotion.PlantNTurnLeft") || state.IsName("Locomotion.PlantNTurnRight");
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bool inWalkRun = state.IsName("Locomotion.WalkRun");
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float speedDampTime = inIdle ? 0 : m_SpeedDampTime;
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float angularSpeedDampTime = inWalkRun || inTransition ? m_AnguarSpeedDampTime : 0;
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float directionDampTime = inTurn || inTransition ? 1000000 : 0;
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float angularSpeed = direction / m_DirectionResponseTime;
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m_Animator.SetFloat(m_SpeedId, speed, speedDampTime, 10*Time.deltaTime);
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m_Animator.SetFloat(m_AgularSpeedId, angularSpeed, angularSpeedDampTime, Time.deltaTime);
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m_Animator.SetFloat(m_DirectionId, direction, directionDampTime, Time.deltaTime);
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}
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}
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