beautify
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+1
-1
@@ -131,7 +131,7 @@ public class Foot : Component
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RotateY();
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RotateZ();*/
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// Z and X is working. Y has problems when combined with others.
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// the order of these rotation transformations is important!!!
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Vector3 v = new Vector3((float)X, (float)Y, (float)Z);
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v = Quaternion.Euler((float)0, (float)rotationY, (float)0) * v;
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v = Quaternion.Euler((float)rotationX, (float)0, (float)0) * v;
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+2
-2
@@ -16,7 +16,7 @@ public class Leg : MonoBehaviour {
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public bool invert = false;
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public double translateX = 5;
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public double translateX = 0;
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public double translateY = 0;
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public double translateZ = 0;
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@@ -31,7 +31,7 @@ public class Leg : MonoBehaviour {
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}
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// Update is called once per frame
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void Update()
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public void FixedUpdate()
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{
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foot.X = point.x;
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foot.Y = point.y;
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+341754
-576
File diff suppressed because it is too large
Load Diff
+60
-30
@@ -8,14 +8,16 @@ public class RotationControl : MonoBehaviour
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public List<GameObject> rotation2 = new List<GameObject>();
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public GameObject body;
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public double min = -15;
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public double max = 15;
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public float min = -15;
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public float max = 15;
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public float speed = 0.3f;
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public float speed2 = 0.3f;
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public float speed3 = 0.3f;
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bool dir = false;
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bool dir2 = false;
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bool dir3 = false;
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public bool dir = false;
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public bool dir2 = false;
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public bool dir3 = false;
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public bool p = false, r = false, y = false;
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// Use this for initialization
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void Start ()
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@@ -23,40 +25,68 @@ public class RotationControl : MonoBehaviour
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}
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// Update is called once per frame
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void Update()
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void FixedUpdate()
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{
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if (!dir2 && rotation.x < max)
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rotation.x += speed2;
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else if (!dir2)
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dir2 = !dir2;
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else if (dir2 && rotation.x > min)
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rotation.x -= speed2;
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else if (dir2)
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dir2 = !dir2;
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if (p)
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{
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if (!dir2 && rotation.x < max)
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rotation.x += speed2;
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else if (!dir2)
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{
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dir2 = !dir2;
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rotation.x = (float)max;
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}
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else if (dir2 && rotation.x > min)
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rotation.x -= speed2;
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else if (dir2)
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{
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dir2 = !dir2;
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rotation.x = (float)min;
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}
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}
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if (!dir3 && rotation.y < max)
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rotation.y += speed3;
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else if (!dir3)
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dir3 = !dir3;
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else if (dir3 && rotation.y > min)
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rotation.y -= speed3;
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else if (dir3)
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dir3 = !dir3;
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if (r)
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{
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if (!dir3 && rotation.y < max)
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rotation.y += speed3;
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else if (!dir3)
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{
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dir3 = !dir3;
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rotation.y = (float)max;
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}
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else if (dir3 && rotation.y > min)
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rotation.y -= speed3;
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else if (dir3)
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{
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dir3 = !dir3;
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rotation.y = (float)min;
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}
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}
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if (!dir && rotation.z < max)
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rotation.z += speed;
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else if (!dir)
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dir = !dir;
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else if (dir && rotation.z > min)
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rotation.z -= speed;
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else if (dir)
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dir = !dir;
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if (y)
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{
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if (!dir && rotation.z < max)
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rotation.z += speed;
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else if (!dir)
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{
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dir = !dir;
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rotation.z = (float)max;
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}
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else if (dir && rotation.z > min)
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rotation.z -= speed;
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else if (dir)
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{
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dir = !dir;
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rotation.z = (float)min;
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}
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}
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body.transform.eulerAngles = new Vector3(rotation.x*-1, rotation.y*-1, rotation.z*-1);
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for (int index = 0; index < rotation2.Count; ++index)
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{
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rotation2[index].GetComponent<Leg>().rotation = rotation;
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rotation2[index].GetComponent<Leg>().FixedUpdate();
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}
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}
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}
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