101 lines
2.4 KiB
C#
101 lines
2.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace RoR2;
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public class WormBodyPositions : MonoBehaviour
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{
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private struct Keyframe
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{
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public Vector3 position;
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public Quaternion rotation;
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public Vector3 fromPreviousNormal;
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public float fromPreviousLength;
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}
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public Vector3 headVelocity = Vector3.zero;
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public Transform[] segments;
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public float segmentRadius = 1f;
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private List<Keyframe> positionHistory = new List<Keyframe>();
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private void Start()
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{
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positionHistory.Add(new Keyframe
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{
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rotation = segments[0].rotation,
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position = segments[0].position,
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fromPreviousNormal = Vector3.zero,
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fromPreviousLength = 0f
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});
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}
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private void FixedUpdate()
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{
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Vector3 position = segments[0].position;
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Vector3 vector = position - positionHistory[positionHistory.Count - 1].position;
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float magnitude = vector.magnitude;
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if (magnitude != 0f)
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{
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Quaternion rotation = segments[0].rotation;
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segments[0].up = -vector;
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Quaternion rotation2 = segments[0].rotation;
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segments[0].rotation = Quaternion.RotateTowards(rotation, rotation2, 360f * Time.fixedDeltaTime);
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positionHistory.Add(new Keyframe
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{
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rotation = segments[0].rotation,
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position = position,
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fromPreviousNormal = vector * (1f / magnitude),
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fromPreviousLength = magnitude
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});
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}
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float num = segmentRadius * 2f;
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float num2 = num;
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Vector3 a = position;
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int num3 = 1;
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for (int num4 = positionHistory.Count - 1; num4 >= 1; num4--)
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{
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Vector3 position2 = positionHistory[num4 - 1].position;
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float fromPreviousLength = positionHistory[num4].fromPreviousLength;
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if (num2 < fromPreviousLength)
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{
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float t = num2 / fromPreviousLength;
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segments[num3].position = Vector3.Lerp(a, position2, t);
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num3++;
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if (num3 >= segments.Length)
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{
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positionHistory.RemoveRange(0, num4 - 1);
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break;
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}
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num2 += num;
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}
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num2 -= fromPreviousLength;
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a = position2;
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}
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if (segments.Length <= 1)
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{
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return;
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}
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Quaternion rotation3 = segments[0].rotation;
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Vector3 vector2 = segments[0].position;
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Vector3 vector3 = segments[1].position;
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for (int i = 1; i < segments.Length - 1; i++)
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{
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Vector3 position3 = segments[i + 1].position;
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Vector3 vector4 = position3 - vector2;
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if (vector4 != Vector3.zero)
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{
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segments[i].rotation = rotation3;
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segments[i].up = vector4;
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}
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vector2 = vector3;
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vector3 = position3;
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}
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}
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}
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