132 lines
3.2 KiB
C#
132 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Walk2 : MonoBehaviour
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{
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public List<GameObject> legs = new List<GameObject>();
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private List<Vector3> legsInitial = new List<Vector3>();
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// Use this for initialization
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void Start()
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{
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for (int index = 0; index < legs.Count; ++index)
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{
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legsInitial.Add(legs[index].GetComponent<Leg>().point);
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step2.Add(0);
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step3.Add(0);
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step4.Add(new Vector3(0, 0, 0));
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}
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}
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struct step
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{
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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 step(float r, float h, bool i)
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{
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rotation = r;
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height = h;
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inAir = i;
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}
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}
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// 1, 3, 5 -= 3
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int offset(int i, int offset, int max)
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{
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return i - offset < 0 ? (max - (offset - i)) : i - offset;
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}
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step[] s = {
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new step(-1, 0, false),
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new step(0, -2, false),
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new step(0, 0, false), // rest
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new step(1, 0, false),
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new step(1, 0, false),
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new step(0, 0, false), // rest
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new step(0, 2, false),
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new step(-1, 0, true),
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};
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public int st = 5;
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public int speed2 = 30;
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int speed = 10;
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public float rotation = 0;
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int size = 8;
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//public float walkspeed = 1;
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private List<float> step2 = new List<float>();
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private List<float> step3 = new List<float>();
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private List<Vector3> step4 = new List<Vector3>();
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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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st = 0;
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else
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st++;
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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].inAir == false)
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{
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step2[index] = (rotation * s[t].rotation) / speed2;
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step3[index] = s[t].height / speed2;
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step4[index] = new Vector3(0, 0, 0);
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}
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else
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{
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Vector3 t2 = legsInitial[index] - legs[index].GetComponent<Leg>().point;
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step4[index] = t2 / speed2;
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}
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}
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speed = speed2;
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}
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else
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{
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speed--;
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makestep();
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}
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}
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void makestep()
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{
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for (int index = 0; index < legs.Count; ++index)
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{
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if (step4[index] == new Vector3(0, 0, 0))
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{
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Vector3 n = legs[index].GetComponent<Leg>().getWorldPos();
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n = Quaternion.Euler(0, step2[index], 0) * n;
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n.y += step3[index];
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// rotate x,y around rotation.
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legs[index].GetComponent<Leg>().setWorldPos(n);
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}
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else
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{
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// return to home
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legs[index].GetComponent<Leg>().point += step4[index];
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}
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}
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}
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}
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