v8 added walking and rotation at the same time :D
This commit is contained in:
+143
@@ -0,0 +1,143 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Walk3 : 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);
|
||||
step2.Add(0);
|
||||
step6.Add(false);
|
||||
//step3.Add(0);
|
||||
//step4.Add(new Vector3(0, 0, 0));
|
||||
step5.Add(new Vector3());
|
||||
}
|
||||
}
|
||||
|
||||
struct step
|
||||
{
|
||||
public Vector3 pos;
|
||||
public float rotation;
|
||||
public float height;
|
||||
public bool inAir;
|
||||
|
||||
public step(Vector3 p, float r, float h, bool i)
|
||||
{
|
||||
pos = p;
|
||||
rotation = r;
|
||||
height = 0;
|
||||
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), -1, 0, false),
|
||||
|
||||
new step(new Vector3(0, -2, 0), 0, -2, false),
|
||||
|
||||
new step(new Vector3(0, 0, 0), 0, 0, false), // rest
|
||||
|
||||
new step(new Vector3(1, 0, 0), 1, 0, false),
|
||||
new step(new Vector3(1, 0, 0), 1, 0, false),
|
||||
|
||||
new step(new Vector3(0, 0, 0), 0, 0, false), // rest
|
||||
|
||||
new step(new Vector3(0, 2, 0), 0, 2, false),
|
||||
new step(new Vector3(-1, 0, 0), -1, 0, true),
|
||||
};
|
||||
|
||||
public int st = 5;
|
||||
public int speed2 = 30;
|
||||
int speed = 10;
|
||||
|
||||
public float walkDirection = 0;
|
||||
public float centerRotation = 0;
|
||||
|
||||
int size = 8;
|
||||
|
||||
public float walkspeed = 1;
|
||||
|
||||
private List<float> step2 = new List<float>();
|
||||
//private List<float> step3 = new List<float>();
|
||||
//private List<Vector3> step4 = new List<Vector3>();
|
||||
private List<Vector3> step5 = new List<Vector3>();
|
||||
private List<bool> step6 = new List<bool>();
|
||||
|
||||
// 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)
|
||||
{
|
||||
step2[index] = (centerRotation * s[t].rotation) / speed2;
|
||||
|
||||
Vector3 t2 = s[t].pos;
|
||||
t2.x *= walkspeed;
|
||||
// rotate x,y around rotation.
|
||||
step5[index] = (Quaternion.Euler(0, walkDirection, 0) * t2) / speed2;
|
||||
|
||||
step6[index] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 t2 = (legsInitial[index] + s[t].pos) - legs[index].GetComponent<Leg>().point;
|
||||
step5[index] = t2 / speed2;
|
||||
|
||||
step6[index] = false;
|
||||
}
|
||||
}
|
||||
|
||||
speed = speed2;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed--;
|
||||
makestep();
|
||||
}
|
||||
}
|
||||
|
||||
void makestep()
|
||||
{
|
||||
for (int index = 0; index < legs.Count; ++index)
|
||||
{
|
||||
legs[index].GetComponent<Leg>().point += step5[index];
|
||||
if (step6[index])
|
||||
{
|
||||
//legs[index].GetComponent<Leg>().point += step5[index];
|
||||
|
||||
// rotate x,y around rotation.
|
||||
legs[index].GetComponent<Leg>().setWorldPos(
|
||||
Quaternion.Euler(0, step2[index], 0) * legs[index].GetComponent<Leg>().getWorldPos()
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user