BITFALL/Assets/BITKit/Unity/Scripts/Physics/PhysicsBasedAnimation.cs

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2023-08-27 02:58:19 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BITKit.Physics
{
[Serializable]
public class JointConfigure
{
public Transform animate;
public ConfigurableJoint joint;
public Quaternion InitialRotation { get; set; }
}
public class PhysicsBasedAnimation : MonoBehaviour
{
[Range(0, 1)] public float Blend;
[SerializeField] private JointConfigure[] jointConfigures;
[SerializeField] private float positionSpring;
[SerializeField] private float positionDamper;
[SerializeField] private float maximumForce;
private void Start()
{
foreach (var x in jointConfigures)
{
x.InitialRotation=x.animate.localRotation;
}
}
private void FixedUpdate()
{
//var spring = Mathf.Lerp(Blend,0,angularSprint);
var drive = new JointDrive
{
positionDamper = positionDamper,
positionSpring = positionSpring,
maximumForce = maximumForce,
};
foreach (var jointConfigure in jointConfigures)
{
jointConfigure.joint.angularXDrive = drive;
jointConfigure.joint.angularYZDrive = drive;
jointConfigure.joint.targetRotation = Quaternion.Inverse(jointConfigure.animate.localRotation) *
jointConfigure.InitialRotation;
}
}
}
}