Update accessibility
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@ -186,7 +186,7 @@ namespace Passer.Humanoid {
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#region Force
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#region Force
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protected Vector3 CalculateForce() {
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protected virtual Vector3 CalculateForce() {
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/*
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/*
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//Vector3 locationDifference = handTarget.stretchlessTarget.position - handTarget.handRigidbody.position;
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//Vector3 locationDifference = handTarget.stretchlessTarget.position - handTarget.handRigidbody.position;
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//Debug.DrawLine(handTarget.stretchlessTarget.position, handTarget.handRigidbody.position);
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//Debug.DrawLine(handTarget.stretchlessTarget.position, handTarget.handRigidbody.position);
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@ -204,7 +204,7 @@ namespace Passer.Humanoid {
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return force;
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return force;
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}
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}
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public Vector3 CalculateForce(Vector3 position, Vector3 targetPosition, bool damping = false) {
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public virtual Vector3 CalculateForce(Vector3 position, Vector3 targetPosition, bool damping = false) {
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Vector3 force = (targetPosition - position) * handTarget.strength;
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Vector3 force = (targetPosition - position) * handTarget.strength;
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if (damping)
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if (damping)
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force += CalculateForceDamper();
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force += CalculateForceDamper();
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@ -212,9 +212,9 @@ namespace Passer.Humanoid {
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}
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}
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private const float damping = 12;
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private const float damping = 12;
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private float lastDistanceTime;
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protected float lastDistanceTime;
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private Vector3 lastDistanceToTarget;
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protected Vector3 lastDistanceToTarget;
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private Vector3 CalculateForceDamper() {
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protected virtual Vector3 CalculateForceDamper() {
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Vector3 distanceToTarget = handTarget.hand.bone.transform.position - handTarget.hand.target.transform.position;
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Vector3 distanceToTarget = handTarget.hand.bone.transform.position - handTarget.hand.target.transform.position;
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float deltaTime = Time.fixedTime - lastDistanceTime;
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float deltaTime = Time.fixedTime - lastDistanceTime;
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