115 lines
2.7 KiB
C#
115 lines
2.7 KiB
C#
using UnityEngine;
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namespace RoR2;
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[RequireComponent(typeof(QuaternionPID))]
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[RequireComponent(typeof(VectorPID))]
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public class RigidbodyDirection : MonoBehaviour
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{
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public Vector3 aimDirection = Vector3.one;
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public Rigidbody rigid;
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public QuaternionPID angularVelocityPID;
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public VectorPID torquePID;
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public bool freezeXRotation;
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public bool freezeYRotation;
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public bool freezeZRotation;
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private ModelLocator modelLocator;
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private Animator animator;
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public string animatorXCycle;
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public string animatorYCycle;
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public string animatorZCycle;
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private int animatorXCycleIndex;
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private int animatorYCycleIndex;
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private int animatorZCycleIndex;
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public float animatorTorqueScale;
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private InputBankTest inputBank;
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private Vector3 targetTorque;
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private RendererVisiblity visibility;
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private void Start()
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{
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inputBank = GetComponent<InputBankTest>();
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modelLocator = GetComponent<ModelLocator>();
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if ((bool)modelLocator)
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{
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visibility = modelLocator.modelVisibility;
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Transform modelTransform = modelLocator.modelTransform;
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if ((bool)modelTransform)
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{
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animator = modelTransform.GetComponent<Animator>();
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if ((bool)animator)
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{
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animatorXCycleIndex = Animator.StringToHash(animatorXCycle);
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animatorYCycleIndex = Animator.StringToHash(animatorYCycle);
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animatorZCycleIndex = Animator.StringToHash(animatorZCycle);
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}
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}
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}
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aimDirection = base.transform.forward;
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}
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private void Update()
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{
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if ((bool)animator)
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{
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if (animatorXCycle.Length > 0)
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{
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animator.SetFloat(animatorXCycleIndex, Mathf.Clamp(0.5f + targetTorque.x * 0.5f * animatorTorqueScale, -1f, 1f), 0.1f, Time.deltaTime);
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}
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if (animatorYCycle.Length > 0)
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{
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animator.SetFloat(animatorYCycleIndex, Mathf.Clamp(0.5f + targetTorque.y * 0.5f * animatorTorqueScale, -1f, 1f), 0.1f, Time.deltaTime);
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}
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if (animatorZCycle.Length > 0)
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{
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animator.SetFloat(animatorZCycleIndex, Mathf.Clamp(0.5f + targetTorque.z * 0.5f * animatorTorqueScale, -1f, 1f), 0.1f, Time.deltaTime);
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}
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}
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}
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private void FixedUpdate()
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{
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if ((bool)inputBank && (bool)rigid && (bool)angularVelocityPID && (bool)torquePID)
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{
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angularVelocityPID.inputQuat = rigid.rotation;
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Quaternion targetQuat = Util.QuaternionSafeLookRotation(aimDirection);
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if (freezeXRotation)
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{
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targetQuat.x = 0f;
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}
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if (freezeYRotation)
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{
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targetQuat.y = 0f;
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}
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if (freezeZRotation)
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{
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targetQuat.z = 0f;
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}
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angularVelocityPID.targetQuat = targetQuat;
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Vector3 targetVector = angularVelocityPID.UpdatePID();
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torquePID.inputVector = rigid.angularVelocity;
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torquePID.targetVector = targetVector;
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Vector3 torque = torquePID.UpdatePID();
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rigid.AddTorque(torque, ForceMode.Acceleration);
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}
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}
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}
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