v9 walk3 wip
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+79
-20
@@ -18,6 +18,9 @@ public class Walk3 : MonoBehaviour
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//step3.Add(0);
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//step4.Add(new Vector3(0, 0, 0));
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step5.Add(new Vector3());
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freeze.Add(false);
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freeze_y.Add(false);
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}
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}
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@@ -27,13 +30,15 @@ public class Walk3 : MonoBehaviour
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public float rotation;
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public float height;
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public bool inAir;
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public bool inRest;
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public step(Vector3 p, float r, float h, bool i)
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public step(Vector3 p, float r, float h, bool i, bool ir)
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{
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pos = p;
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rotation = r;
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height = 0;
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inAir = i;
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inRest = ir;
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}
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}
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@@ -45,19 +50,19 @@ public class Walk3 : MonoBehaviour
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}
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step[] s = {
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new step(new Vector3(-1, 0, 0), -1, 0, false),
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new step(new Vector3(-1, 0, 0), -1, 0, false, false),
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new step(new Vector3(0, -2, 0), 0, -2, false),
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new step(new Vector3(0, -2, 0), 0, 0, false, false),
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new step(new Vector3(0, 0, 0), 0, 0, false), // rest
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new step(new Vector3(0, 0, 0), 0, 0, false, false), // rest
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new step(new Vector3(1, 0, 0), 1, 0, false),
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new step(new Vector3(1, 0, 0), 1, 0, false),
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new step(new Vector3(1, 0, 0), 1, 0, false, true), // down middle
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new step(new Vector3(1, 0, 0), 1, 0, false, false),
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new step(new Vector3(0, 0, 0), 0, 0, false), // rest
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new step(new Vector3(0, 0, 0), 0, 0, false, false), // rest
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new step(new Vector3(0, 2, 0), 0, 2, false),
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new step(new Vector3(-1, 0, 0), -1, 0, true),
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new step(new Vector3(0, 2, 0), 0, 0, false, false),
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new step(new Vector3(-1, 0, 0), -1, 0, true, false),
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};
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public int st = 5;
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@@ -77,16 +82,57 @@ public class Walk3 : MonoBehaviour
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private List<Vector3> step5 = new List<Vector3>();
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private List<bool> step6 = new List<bool>();
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private List<bool> freeze = new List<bool>();
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private List<bool> freeze_y = new List<bool>();
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// Update is called once per frame
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void FixedUpdate()
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{
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if (speed <= 0)
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{
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if (st >= size - 1)
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if (st >= size-1)
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st = 0;
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else
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{
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st++;
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if (centerRotation == 0 && walkspeed == 0)
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{
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for (int index = 0; index < legs.Count; index++)
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{
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int t = st;
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if (index == 1 || index == 3 || index == 5)
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{
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t = offset(st, 4, size);
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}
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if (s[t].inRest)
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{
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Vector3 lp = legs[index].GetComponent<Leg>().getLocalPos();// + s[t].pos;
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//lp.y -= 2;
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if ((Mathf.Abs(lp.y - (legsInitial[index].y-2)) < 0.0001f)
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&& (Mathf.Abs(lp.z - legsInitial[index].z) < 0.0001f)
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&& (Mathf.Abs(lp.x - legsInitial[index].x) < 1.0001f))
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{
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freeze[index] = true;
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freeze_y[index] = true;
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}
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}
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/*else
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{
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freeze[index] = false;
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}*/
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}
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}
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else
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{
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for (int index = 0; index < legs.Count; index++)
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{
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freeze[index] = false;
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}
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}
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}
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for (int index = 0; index < legs.Count; ++index)
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{
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int t = st;
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@@ -95,22 +141,35 @@ public class Walk3 : MonoBehaviour
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t = offset(st, 4, size);
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}
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if (s[t].inAir == false)
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if (!freeze[index])
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{
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step2[index] = (centerRotation * s[t].rotation) / speed2;
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if (s[t].inAir == false)
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{
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step2[index] = (centerRotation * s[t].rotation) / speed2;
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Vector3 t2 = s[t].pos;
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t2.x *= walkspeed;
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// rotate x,y around rotation.
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step5[index] = (Quaternion.Euler(0, walkDirection, 0) * t2) / speed2;
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Vector3 t2 = s[t].pos;
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t2.x *= walkspeed;
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// rotate x,y around rotation.
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if (freeze_y[index])
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{
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t2.y = 0;
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}
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step5[index] = (Quaternion.Euler(0, walkDirection, 0) * t2) / speed2;
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step6[index] = true;
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step6[index] = true;
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}
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else
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{
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Vector3 t2 = (legsInitial[index] + s[t].pos) - legs[index].GetComponent<Leg>().point;
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step5[index] = t2 / speed2;
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step6[index] = false;
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freeze_y[index] = false;
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}
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}
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else
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{
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Vector3 t2 = (legsInitial[index] + s[t].pos) - legs[index].GetComponent<Leg>().point;
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step5[index] = t2 / speed2;
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step5[index] = new Vector3(0, 0, 0);
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step6[index] = false;
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}
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}
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