You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
76 lines
2.4 KiB
C#
76 lines
2.4 KiB
C#
|
3 years ago
|
//using System.Collections;
|
||
|
|
//using System.Collections.Generic;
|
||
|
|
//using UnityEngine;
|
||
|
|
//using SiegeSong;
|
||
|
|
|
||
|
|
//namespace SiegeSong
|
||
|
|
//{
|
||
|
|
// public class HeadTurn : MonoBehaviour
|
||
|
|
// {
|
||
|
|
// public Transform HeadBone;
|
||
|
|
// public Transform RibcageBone;
|
||
|
|
// public Transform LookTarget;
|
||
|
|
// public CameraManager CameraManager;
|
||
|
|
// public Motor Motor;
|
||
|
|
|
||
|
|
// private float rotationXMin = 350.0f;
|
||
|
|
// private float rotationXMax = 350.0f;
|
||
|
|
// private float rotationYMin = -60.0f;
|
||
|
|
// private float rotationYMax = 80.0f;
|
||
|
|
|
||
|
|
// private float rotationXOffset = 0.0f;
|
||
|
|
// private float rotationYOffset = 180.0f;
|
||
|
|
|
||
|
|
// private float rotationXModifier = 1.0f;
|
||
|
|
// private float rotationYModifier = 1.0f;
|
||
|
|
// private float rotationZModifier = 1.0f;
|
||
|
|
|
||
|
|
// private float previousX;
|
||
|
|
// private float previousY;
|
||
|
|
// private float previousZ;
|
||
|
|
|
||
|
|
|
||
|
|
// void Start()
|
||
|
|
// {
|
||
|
|
|
||
|
|
// }
|
||
|
|
|
||
|
|
// void LateUpdate()
|
||
|
|
// {
|
||
|
|
// if (Motor.Moving == false)
|
||
|
|
// {
|
||
|
|
// var direction = new Vector3(1, -1, 1);
|
||
|
|
// if (LookTarget == null)
|
||
|
|
// direction = new Vector3(
|
||
|
|
// (CameraManager.ActiveCamera.transform.rotation.eulerAngles.x + rotationXOffset) * rotationXModifier,
|
||
|
|
// (CameraManager.ActiveCamera.transform.rotation.eulerAngles.y + rotationYOffset) * rotationYModifier,
|
||
|
|
// -CameraManager.ActiveCamera.transform.rotation.eulerAngles.z * rotationZModifier);
|
||
|
|
// else
|
||
|
|
// direction = LookTarget.position - HeadBone.position;
|
||
|
|
|
||
|
|
// var resetingHeadTurn = true;
|
||
|
|
// if (direction.y - rotationYOffset > rotationYMax)
|
||
|
|
// {
|
||
|
|
// previousY = direction.y;
|
||
|
|
// resetingHeadTurn = false;
|
||
|
|
// }
|
||
|
|
// if (direction.y + rotationYOffset < rotationYMin)
|
||
|
|
// {
|
||
|
|
// previousY = direction.y;
|
||
|
|
// resetingHeadTurn = false;
|
||
|
|
// }
|
||
|
|
|
||
|
|
// if (resetingHeadTurn)
|
||
|
|
// {
|
||
|
|
// direction.y = previousY;
|
||
|
|
// resetingHeadTurn = false;
|
||
|
|
// }
|
||
|
|
// else
|
||
|
|
// {
|
||
|
|
// HeadBone.eulerAngles = direction;
|
||
|
|
// }
|
||
|
|
// }
|
||
|
|
// }
|
||
|
|
// }
|
||
|
|
//}
|