WIP Physics based walking
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@ -5,6 +5,31 @@ namespace Passer.CreatureControl {
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public class LegTarget : MonoBehaviour {
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public TargetLeg leg;
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public Collider footCollider;
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public Renderer sphereRenderer;
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public void Start() {
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sphereRenderer = this.GetComponentInChildren<Renderer>();
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}
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void OnTriggerEnter(Collider collider) {// (Collision collision) {
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// Change color on collision
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ChangeColor(Color.red);
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}
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//void OnCollisionExit(Collision collision) {
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void OnTriggerExit(Collider other) {
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// Reset to original color on exit
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ChangeColor(Color.white);
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}
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void ChangeColor(Color newColor) {
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if (sphereRenderer != null) {
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sphereRenderer.material.color = newColor; // Change the color
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}
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}
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public virtual void OnDrawGizmosSelected() {
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if (leg != null)
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leg.OnDrawGizmosSelected();
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@ -21,7 +21,16 @@ namespace Passer.CreatureControl {
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targetToBoneFemur = TargetRig.TargetToBoneRotation(leg.femur, leg.tibia);
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targetToBoneTibia = TargetRig.TargetToBoneRotation(leg.tibia, leg.tarsus);
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this.target.SetPositionAndRotation(this.tarsusTarget.position, this.tarsusTarget.rotation);
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float femurLength = Vector3.Distance(this.femurTarget.position, this.tibiaTarget.position);
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float tibiaLength = Vector3.Distance(this.tibiaTarget.position, this.tarsusTarget.position);
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float leglength = femurLength + tibiaLength;
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Vector3 legDirection = (this.tarsusTarget.position - this.femurTarget.position).normalized;
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this.target.position = this.femurTarget.position + 0.7f * leglength * legDirection.normalized;
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this.target.rotation = Quaternion.LookRotation(legDirection);
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//this.target.SetPositionAndRotation(this.tarsusTarget.position, this.tarsusTarget.rotation);
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this.target.localPosition = new(this.target.localPosition.x, 0, this.target.localPosition.z);
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}
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public virtual void OnDrawGizmosSelected() {
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Loading…
x
Reference in New Issue
Block a user