v7 slow talking :D
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
+5
-5
@@ -48756,7 +48756,7 @@ MonoBehaviour:
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 311513960}
|
||||
m_Enabled: 0
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 62866dc69f17c5f40a7ec527e34e82f1, type: 3}
|
||||
m_Name:
|
||||
@@ -48769,7 +48769,7 @@ MonoBehaviour:
|
||||
- {fileID: 1772413224}
|
||||
- {fileID: 210611261}
|
||||
st: 5
|
||||
speed2: 5
|
||||
speed2: 30
|
||||
rotation: 0
|
||||
walkspeed: 1.5
|
||||
--- !u!114 &311513964
|
||||
@@ -48778,7 +48778,7 @@ MonoBehaviour:
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 311513960}
|
||||
m_Enabled: 1
|
||||
m_Enabled: 0
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 91e6f3895f276d94da1803128e6290e0, type: 3}
|
||||
m_Name:
|
||||
@@ -48791,8 +48791,8 @@ MonoBehaviour:
|
||||
- {fileID: 1772413224}
|
||||
- {fileID: 210611261}
|
||||
st: 5
|
||||
speed2: 5
|
||||
rotation: 1
|
||||
speed2: 20
|
||||
rotation: 5
|
||||
--- !u!1 &311874317
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
+20
-2
@@ -13,6 +13,7 @@ public class Walk : MonoBehaviour
|
||||
for (int index = 0; index < legs.Count; ++index)
|
||||
{
|
||||
legsInitial.Add(legs[index].GetComponent<Leg>().point);
|
||||
step2.Add( new Vector3() );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -61,6 +62,8 @@ public class Walk : MonoBehaviour
|
||||
|
||||
public float walkspeed = 1;
|
||||
|
||||
private List<Vector3> step2 = new List<Vector3>();
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
@@ -85,17 +88,32 @@ public class Walk : MonoBehaviour
|
||||
t2.x *= walkspeed;
|
||||
|
||||
// rotate x,y around rotation.
|
||||
legs[index].GetComponent<Leg>().point += Quaternion.Euler(0, rotation, 0) * t2;
|
||||
step2[index] = (Quaternion.Euler(0, rotation, 0) * t2) / speed2;
|
||||
}
|
||||
else
|
||||
{
|
||||
legs[index].GetComponent<Leg>().point = legsInitial[index] + s[t].pos;
|
||||
Vector3 t2 = s[t].pos;
|
||||
t2.x *= walkspeed;
|
||||
|
||||
// rotate x,y around rotation.
|
||||
step2[index] = (Quaternion.Euler(0, rotation, 0) * t2) / speed2;
|
||||
}
|
||||
}
|
||||
|
||||
speed = speed2;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed--;
|
||||
makestep();
|
||||
}
|
||||
}
|
||||
|
||||
void makestep()
|
||||
{
|
||||
for (int index = 0; index < legs.Count; ++index)
|
||||
{
|
||||
legs[index].GetComponent<Leg>().point += step2[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+24
-7
@@ -13,6 +13,8 @@ public class Walk2 : MonoBehaviour
|
||||
for (int index = 0; index < legs.Count; ++index)
|
||||
{
|
||||
legsInitial.Add(legs[index].GetComponent<Leg>().point);
|
||||
step2.Add(0);
|
||||
step3.Add(0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,13 +64,15 @@ public class Walk2 : MonoBehaviour
|
||||
int size = 8;
|
||||
|
||||
//public float walkspeed = 1;
|
||||
private List<float> step2 = new List<float>();
|
||||
private List<float> step3 = new List<float>();
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (speed <= 0)
|
||||
{
|
||||
if (st >= size-1)
|
||||
if (st >= size - 1)
|
||||
st = 0;
|
||||
else
|
||||
st++;
|
||||
@@ -83,21 +87,34 @@ public class Walk2 : MonoBehaviour
|
||||
|
||||
if (s[t].inAir == false)
|
||||
{
|
||||
Vector3 n = legs[index].GetComponent<Leg>().getWorldPos();
|
||||
n = Quaternion.Euler(0, rotation * s[t].rotation, 0) * n;
|
||||
n.y += s[t].height;
|
||||
// rotate x,y around rotation.
|
||||
legs[index].GetComponent<Leg>().setWorldPos(n);
|
||||
step2[index] = (rotation * s[t].rotation) / speed2;
|
||||
step3[index] = s[t].height / speed2;
|
||||
}
|
||||
else
|
||||
{
|
||||
legs[index].GetComponent<Leg>().point = legsInitial[index] + new Vector3(0, s[t].height, 0);
|
||||
step2[index] = (rotation * s[t].rotation) / speed2;
|
||||
step3[index] = s[t].height / speed2;
|
||||
}
|
||||
}
|
||||
|
||||
speed = speed2;
|
||||
}
|
||||
else
|
||||
{
|
||||
speed--;
|
||||
makestep();
|
||||
}
|
||||
}
|
||||
|
||||
void makestep()
|
||||
{
|
||||
for (int index = 0; index < legs.Count; ++index)
|
||||
{
|
||||
Vector3 n = legs[index].GetComponent<Leg>().getWorldPos();
|
||||
n = Quaternion.Euler(0, step2[index], 0) * n;
|
||||
n.y += step3[index];
|
||||
// rotate x,y around rotation.
|
||||
legs[index].GetComponent<Leg>().setWorldPos(n);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user