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Hexapod_Simulation_Unity/Assets/Walk.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Walk : MonoBehaviour
{
public List<GameObject> legs = new List<GameObject>();
private List<Vector3> legsInitial = new List<Vector3>();
// Use this for initialization
void Start()
{
for (int index = 0; index < legs.Count; ++index)
{
legsInitial.Add(legs[index].GetComponent<Leg>().point);
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step2.Add( new Vector3() );
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}
}
struct step
{
public Vector3 pos;
public bool inAir;
public step(Vector3 p, bool i)
{
pos = p;
inAir = i;
}
}
// 1, 3, 5 -= 3
int offset(int i, int offset, int max)
{
return i - offset < 0 ? (max - (offset - i)) : i - offset;
}
step[] s = {
new step(new Vector3(-1, 0, 0), false),
new step(new Vector3(0, -2, 0), false),
new step(new Vector3(0, 0, 0), false), // rest
new step(new Vector3(1, 0, 0), false),
new step(new Vector3(1, 0, 0), false),
new step(new Vector3(0, 0, 0), false), // rest
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new step(new Vector3(0, 2, 0), false),
new step(new Vector3(-1, 0, 0), true),
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};
public int st = 5;
public int speed2 = 30;
int speed = 10;
public float rotation = 0;
int size = 8;
public float walkspeed = 1;
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private List<Vector3> step2 = new List<Vector3>();
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// Update is called once per frame
void FixedUpdate()
{
if (speed <= 0)
{
if (st >= size-1)
st = 0;
else
st++;
for (int index = 0; index < legs.Count; ++index)
{
int t = st;
if (index == 1 || index == 3 || index == 5)
{
t = offset(st, 4, size);
}
if (s[t].inAir == false)
{
Vector3 t2 = s[t].pos;
t2.x *= walkspeed;
// rotate x,y around rotation.
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step2[index] = (Quaternion.Euler(0, rotation, 0) * t2) / speed2;
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}
else
{
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Vector3 t2 = (legsInitial[index] + s[t].pos) - legs[index].GetComponent<Leg>().point;
step2[index] = t2 / speed2;
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}
}
speed = speed2;
}
else
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{
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speed--;
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makestep();
}
}
void makestep()
{
for (int index = 0; index < legs.Count; ++index)
{
legs[index].GetComponent<Leg>().point += step2[index];
}
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}
}