jiggleBone.cs 7.6 KB

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  1. using System;
  2. using UnityEngine;
  3. public class jiggleBone : MonoBehaviour
  4. {
  5. public void Init(TBody tbody)
  6. {
  7. this.m_tbody = tbody;
  8. Vector3 vector = base.transform.position + base.transform.TransformDirection(new Vector3(this.boneAxis.x * this.targetDistance, this.boneAxis.y * this.targetDistance, this.boneAxis.z * this.targetDistance));
  9. this.dynamicPos = vector;
  10. this.defQtn = base.transform.localRotation;
  11. if (!this.m_tbody.IsCrcBody && base.transform.name == "Mune_R")
  12. {
  13. this.MuneL_y = -1f;
  14. }
  15. this.m_trParent = base.transform.parent;
  16. this.m_trSub = base.transform.Find(base.transform.name + "_sub");
  17. if (this.m_trSub == null)
  18. {
  19. NDebug.Assert("transform.name の下に" + base.transform.name + "_sub がありません。", false);
  20. }
  21. }
  22. public void LateUpdateSelf()
  23. {
  24. if (!base.enabled)
  25. {
  26. return;
  27. }
  28. if (0f < this.BlendValueON)
  29. {
  30. if (0.5f <= this.m_fMuneYawaraka)
  31. {
  32. float num = (this.m_fMuneYawaraka - 0.5f) / 0.5f;
  33. this.bMass = 0.4f + 1.1f * num;
  34. this.bDamping = 0.3f - 0.29000002f * num;
  35. this.BlendValueON2 = 1f;
  36. }
  37. else
  38. {
  39. float blendValueON = this.m_fMuneYawaraka / 0.5f;
  40. this.bMass = 0.4f;
  41. this.bDamping = 0.3f;
  42. this.BlendValueON2 = blendValueON;
  43. }
  44. base.transform.localRotation = this.defQtn;
  45. Vector3 dir = base.transform.TransformDirection(new Vector3(this.boneAxis.x * this.targetDistance, this.boneAxis.y * this.targetDistance, this.boneAxis.z * this.targetDistance));
  46. Vector3 vector = base.transform.TransformDirection(new Vector3(0f, 1f, 0f));
  47. Vector3 vector2 = base.transform.position + base.transform.TransformDirection(new Vector3(this.boneAxis.x * this.targetDistance, this.boneAxis.y * this.targetDistance, this.boneAxis.z * this.targetDistance));
  48. float p = 0.5f;
  49. float num2 = this.bStiffness[1];
  50. float num3 = this.bStiffness[0];
  51. if (this.boBRA)
  52. {
  53. num2 = this.bStiffnessBRA[1];
  54. num3 = this.bStiffnessBRA[0];
  55. p = 0.7f;
  56. }
  57. float num4 = Mathf.Pow(this.BlendValue / 1.3f, p);
  58. this.force.x = (vector2.x - this.dynamicPos.x) * (num2 * num4 + (1f - num4) * num3);
  59. this.acc.x = this.force.x / this.bMass;
  60. this.vel.x = this.vel.x + this.acc.x * (1f - this.bDamping);
  61. this.force.y = (vector2.y - this.dynamicPos.y) * (num2 * num4 + (1f - num4) * num3);
  62. this.force.y = this.force.y - this.bGravity / 10f;
  63. this.acc.y = this.force.y / this.bMass;
  64. this.vel.y = this.vel.y + this.acc.y * (1f - this.bDamping);
  65. this.force.z = (vector2.z - this.dynamicPos.z) * (num2 * num4 + (1f - num4) * num3);
  66. this.acc.z = this.force.z / this.bMass;
  67. this.vel.z = this.vel.z + this.acc.z * (1f - this.bDamping);
  68. if (this.m_fBackBlendValueON2 != this.BlendValueON2)
  69. {
  70. this.force = Vector3.zero;
  71. this.acc = Vector3.zero;
  72. this.vel = Vector3.zero;
  73. this.m_fBackBlendValueON2 = this.BlendValueON2;
  74. }
  75. if (this.boWarpInit)
  76. {
  77. this.force = Vector3.zero;
  78. this.acc = Vector3.zero;
  79. this.vel = Vector3.zero;
  80. vector2 = (this.dynamicPos = base.transform.position + base.transform.TransformDirection(new Vector3(this.boneAxis.x * this.targetDistance, this.boneAxis.y * this.targetDistance, this.boneAxis.z * this.targetDistance)));
  81. }
  82. Vector3 a = this.dynamicPos;
  83. a += this.force;
  84. a += this.vel;
  85. if (Vector3.Dot(a - base.transform.position, vector2 - base.transform.position) < this.m_fLimitRot)
  86. {
  87. this.force *= this.m_fLimitRotDecay;
  88. this.vel *= this.m_fLimitRotDecay;
  89. }
  90. this.dynamicPos += this.force;
  91. this.dynamicPos += this.vel;
  92. this.dynamicPos = Vector3.Slerp(vector2, this.dynamicPos, this.BlendValueON2);
  93. base.transform.LookAt(this.dynamicPos, vector);
  94. base.transform.Rotate(0f, 90f - this.MuneYori * this.BlendValue, -this.MuneUpDown * this.MuneL_y * this.BlendValue);
  95. Quaternion localRotation = base.transform.localRotation;
  96. base.transform.localRotation = Quaternion.Slerp(this.defQtn, localRotation, this.BlendValueON);
  97. if (this.SquashAndStretch)
  98. {
  99. float magnitude = (this.dynamicPos - vector2).magnitude;
  100. float x;
  101. if (this.boneAxis.x == 0f)
  102. {
  103. x = 1f + -magnitude * this.sideStretch;
  104. }
  105. else
  106. {
  107. x = 1f + magnitude * this.frontStretch;
  108. }
  109. float y;
  110. if (this.boneAxis.y == 0f)
  111. {
  112. y = 1f + -magnitude * this.sideStretch;
  113. }
  114. else
  115. {
  116. y = 1f + magnitude * this.frontStretch;
  117. }
  118. float z;
  119. if (this.boneAxis.z == 0f)
  120. {
  121. z = 1f + -magnitude * this.sideStretch;
  122. }
  123. else
  124. {
  125. z = 1f + magnitude * this.frontStretch;
  126. }
  127. base.transform.localScale = new Vector3(x, y, z);
  128. if (this.m_bEnableScaleX)
  129. {
  130. float num5 = Vector3.Dot(Vector3.up, this.m_trParent.up);
  131. if (this.m_fScaleDotRateLimit <= num5 && 0.7f < this.BlendValue)
  132. {
  133. this.m_fMuneScaleRate = (this.BlendValue - 0.7f) / 0.59999996f;
  134. this.m_fScaleX = 1f - this.m_fScaleMinus * ((num5 - this.m_fScaleDotRateLimit) / (1f - this.m_fScaleDotRateLimit)) * this.m_fMuneScaleRate * this.BlendValueON;
  135. }
  136. else
  137. {
  138. this.m_fScaleX = 1f;
  139. }
  140. base.transform.localScale = new Vector3(base.transform.localScale.x * this.m_fScaleX, base.transform.localScale.y, base.transform.localScale.z);
  141. }
  142. }
  143. if (this.debugMode)
  144. {
  145. Debug.DrawRay(base.transform.position, dir, Color.blue);
  146. Debug.DrawRay(base.transform.position, vector, Color.green);
  147. Debug.DrawRay(vector2, Vector3.up * 0.2f, Color.yellow);
  148. Debug.DrawRay(this.dynamicPos, Vector3.up * 0.2f, Color.red);
  149. }
  150. if (this.boWarpInit)
  151. {
  152. this.boWarpInit = false;
  153. }
  154. }
  155. else
  156. {
  157. if (0f < this.BlendValueON)
  158. {
  159. base.transform.localRotation = this.defQtn;
  160. }
  161. this.m_fBackBlendValueON2 = -1f;
  162. this.boWarpInit = true;
  163. }
  164. Transform parent = base.transform.parent;
  165. float num6 = (1f - Mathf.Abs(Vector3.Dot(parent.up, Vector3.down))) * -this.MuneL_y * 0.8f;
  166. num6 += this.BlendValue2 * (this.BlendValue * 0.5f);
  167. float num7 = this.BlendValue;
  168. if (num7 > 1f)
  169. {
  170. num7 = 1f;
  171. }
  172. num6 *= num7 * this.BlendValueON;
  173. num6 += 3.1415927f;
  174. if (this.m_tbody.IsCrcBody)
  175. {
  176. this.m_trSub.localRotation = Quaternion.Euler(0f, 0f, -25f + 50f * this.MuneDir) * Quaternion.Euler(0f, 0f, num6);
  177. }
  178. else
  179. {
  180. this.m_trSub.localRotation = Quaternion.EulerRotation(0f, 0f, num6);
  181. }
  182. }
  183. private void Update()
  184. {
  185. }
  186. public bool debugMode;
  187. private Vector3 dynamicPos = default(Vector3);
  188. public bool boBRA = true;
  189. public float BlendValue;
  190. public float BlendValue2;
  191. public float BlendValueON = 1f;
  192. public float BlendValueON2 = 1f;
  193. public Vector3 boneAxis = new Vector3(-1f, 0f, 0f);
  194. public float targetDistance = 0.7f;
  195. public float[] bStiffness = new float[]
  196. {
  197. 0.22f,
  198. 0.055f
  199. };
  200. public float[] bStiffnessBRA = new float[]
  201. {
  202. 0.27f,
  203. 0.07f
  204. };
  205. public float bMass = 0.4f;
  206. public float bDamping = 0.3f;
  207. public float bGravity = 0.1f;
  208. private Vector3 force = default(Vector3);
  209. private Vector3 acc = default(Vector3);
  210. private Vector3 vel = default(Vector3);
  211. public bool SquashAndStretch = true;
  212. public float sideStretch = -0.2f;
  213. public float frontStretch = 0.3f;
  214. public float MuneL_y = 1f;
  215. public float MuneYori;
  216. public float MuneUpDown;
  217. public float MuneYori_f;
  218. public float MuneUpDown_f;
  219. private Quaternion defQtn;
  220. public float m_fMuneYawaraka = 0.5f;
  221. public float m_fLimitRot = 0.3f;
  222. public float m_fLimitRotDecay = 0.8f;
  223. public bool m_bEnableScaleX;
  224. public float m_fScaleX = 1f;
  225. public float m_fMuneScaleRate;
  226. public float m_fScaleDotRateLimit = 0.8f;
  227. public float m_fScaleMinus = 0.2f;
  228. private Transform m_trParent;
  229. private Transform m_trSub;
  230. private TBody m_tbody;
  231. public float MuneDir = 0.5f;
  232. public bool boWarpInit;
  233. private float m_fBackBlendValueON2;
  234. }