Files
Hexapod_Simulation_Unity/Assets/Walk3.cs
T

144 lines
3.7 KiB
C#

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()
);
}
}
}
}