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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class PlayerController : MonoBehaviour { | |
public float speed = 10; | |
public float frequency = 1; | |
public FootTarget leftFoot; | |
public FootTarget rightFoot; | |
public float speedInfluence; | |
public float scaleLegHigh = 1; | |
public float lengthStep = 2; | |
public float ratioAnim = 0.3f; | |
float distance = 0; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
var axes = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); | |
Vector3 delta = axes * speed; | |
transform.position += delta * Time.deltaTime; | |
var power = Vector3.Dot(transform.forward, axes.normalized); | |
transform.forward = axes; | |
var influencedTravel = delta.magnitude * Mathf.Clamp01(1 - delta.magnitude / speed * speedInfluence) * power; | |
distance += Time.deltaTime * influencedTravel; | |
if (delta.magnitude>0.5f) { | |
UpdateFoot(distance, 1+influencedTravel, leftFoot); | |
UpdateFoot(distance + frequency * 0.5f, influencedTravel, rightFoot); | |
} else { | |
SetFoot(leftFoot.item, GetFootPosition(leftFoot.offset), GetFootPosition(leftFoot.origin)); | |
leftFoot.previousPoint = GetFootPosition(leftFoot.offset); | |
leftFoot.endPoint = GetFootPosition(leftFoot.offset); | |
SetFoot(rightFoot.item, GetFootPosition(rightFoot.offset), GetFootPosition(rightFoot.origin)); | |
rightFoot.previousPoint = GetFootPosition(rightFoot.offset); | |
rightFoot.endPoint = GetFootPosition(rightFoot.offset); | |
} | |
} | |
void UpdateFoot(float distance, float forward, FootTarget target) { | |
var alpha = distance / frequency; | |
var currentCount = Mathf.Floor(alpha); | |
if (currentCount!= target.count) { | |
target.previousPoint = target.endPoint; | |
target.endPoint = GetFootPosition(target.offset + Vector3.forward * forward * lengthStep*(1+ratioAnim)); | |
} | |
var t = Mathf.Clamp01(Mathf.InverseLerp(0, ratioAnim, alpha%1)); | |
SetFoot(target.item, Vector3.Lerp(target.previousPoint, target.endPoint, t) + Vector3.up * Mathf.Sin(t*Mathf.PI) * scaleLegHigh, GetFootPosition(target.origin)); | |
target.count = currentCount; | |
} | |
void SetFoot(Transform item, Vector3 end, Vector3 start) { | |
var dir = (start - end).normalized; | |
var scale = (start - end).magnitude; | |
var midpoint = (start + end) * 0.5f; | |
item.position = midpoint; | |
item.localRotation = Quaternion.LookRotation(dir, Vector3.up); | |
item.localScale = new Vector3(0.3f, 0.3f, scale); | |
} | |
Vector3 GetFootPosition(Vector3 offset) { | |
return transform.position + transform.TransformVector(offset); | |
} | |
[System.Serializable] | |
public class FootTarget { | |
public Vector3 offset; | |
public Vector3 origin; | |
public float count; | |
public Transform item; | |
public Vector3 endPoint; | |
public Vector3 previousPoint; | |
} | |
} |
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