fix problem in returning to home

This commit is contained in:
2018-11-15 16:37:54 +01:00
parent bf92632485
commit f2b7d27911
6 changed files with 47 additions and 49 deletions
+18 -7
View File
@@ -15,6 +15,7 @@ public class Walk2 : MonoBehaviour
legsInitial.Add(legs[index].GetComponent<Leg>().point);
step2.Add(0);
step3.Add(0);
step4.Add(new Vector3(0, 0, 0));
}
}
@@ -66,6 +67,7 @@ public class Walk2 : MonoBehaviour
//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>();
// Update is called once per frame
void FixedUpdate()
@@ -89,11 +91,12 @@ public class Walk2 : MonoBehaviour
{
step2[index] = (rotation * s[t].rotation) / speed2;
step3[index] = s[t].height / speed2;
step4[index] = new Vector3(0, 0, 0);
}
else
{
step2[index] = (rotation * s[t].rotation) / speed2;
step3[index] = s[t].height / speed2;
Vector3 t2 = legsInitial[index] - legs[index].GetComponent<Leg>().point;
step4[index] = t2 / speed2;
}
}
@@ -110,11 +113,19 @@ public class Walk2 : MonoBehaviour
{
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);
if (step4[index] == new Vector3(0, 0, 0))
{
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);
}
else
{
// return to home
legs[index].GetComponent<Leg>().point += step4[index];
}
}
}
}