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Hexapod_Simulation_Unity/Assets/RotationControl.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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public class rotation
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{
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public float min = -15;
public float max = 15;
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public float speed = 0.3f;
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public bool dir = false;
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public bool enabled = true;
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public float i = 0;
public rotation(float speed, float min, float max)
{
this.speed = speed;
this.min = min;
this.max = max;
}
public float update()
{
if (enabled)
{
if (!dir && i < max)
{
i += speed;
}
else if (!dir)
{
dir = !dir;
i = (float)max;
}
else if (dir && i > min)
{
i -= speed;
}
else if (dir)
{
dir = !dir;
i = (float)min;
}
}
return i;
}
}
public class RotationControl : MonoBehaviour
{
public Vector3 transformation = new Vector3(0, 0, 0);
public Vector3 transformation2 = new Vector3(0, 0, 0);
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
public List<GameObject> rotation2 = new List<GameObject>();
public GameObject body;
public GameObject body2;
public rotation r1 = new rotation(0.1f, -15, 15);
public rotation r2 = new rotation(0.2f, -15, 15);
public rotation r3 = new rotation(0.3f, -15, 15);
public rotation r4 = new rotation(0.01f, -3, 3);
public rotation r5 = new rotation(0.02f, -3, 3);
public rotation r6 = new rotation(0.03f, -3, 3);
public rotation r7 = new rotation(0.001f, -3, 3);
public rotation r8 = new rotation(0.002f, -3, 3);
public rotation r9 = new rotation(0.003f, -3, 3);
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// Use this for initialization
void Start ()
{
}
// Update is called once per frame
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void FixedUpdate()
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{
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rotation.x = r1.update();
rotation.y = r2.update();
rotation.z = r3.update();
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transformation.x = r4.update();
transformation.y = r5.update();
transformation.z = r6.update();
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transformation2.x = r7.update();
transformation2.y = r8.update();
transformation2.z = r9.update();
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body.transform.eulerAngles = new Vector3(rotation.x*-1, rotation.y*-1, rotation.z*-1);
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body.transform.position = transformation;
body2.transform.localPosition = transformation2;
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for (int index = 0; index < rotation2.Count; ++index)
{
rotation2[index].GetComponent<Leg>().rotation = rotation;
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rotation2[index].GetComponent<Leg>().transformation = transformation;
rotation2[index].GetComponent<Leg>().transformation2 = transformation2;
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rotation2[index].GetComponent<Leg>().FixedUpdate();
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}
}
}