Fix head collider
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@ -1765,13 +1765,13 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7391558913556166741}
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m_GameObject: {fileID: 7391558913556166741}
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m_LocalRotation: {x: 0.16312791, y: 0, z: 0, w: 0.9866049}
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m_LocalRotation: {x: -0.022665668, y: 0.9763826, z: 0.17216267, w: -0.1285432}
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m_LocalPosition: {x: 0, y: 1.86, z: 0.16}
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m_LocalPosition: {x: -0.0486503, y: 1.7423954, z: 0.09142446}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 7391558912774766616}
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m_Father: {fileID: 7391558912774766616}
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m_RootOrder: 1
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 18.777, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!65 &7391558913556166743
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--- !u!65 &7391558913556166743
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BoxCollider:
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BoxCollider:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1783,8 +1783,8 @@ BoxCollider:
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m_IsTrigger: 0
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m_IsTrigger: 0
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_Size: {x: 0.4, y: 0.35, z: 0.4}
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m_Size: {x: 0.5, y: 0.4, z: 0.5}
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m_Center: {x: 0, y: 0, z: 0}
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m_Center: {x: 0, y: 0.175, z: -0.05}
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--- !u!54 &3448207716120070849
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--- !u!54 &3448207716120070849
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Rigidbody:
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Rigidbody:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -28,6 +28,7 @@ namespace NeonTea.Quakeball.Animation {
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private Transform BehindHand;
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private Transform BehindHand;
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private Transform FrontHand;
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private Transform FrontHand;
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private Transform Torso;
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private Transform Torso;
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private Transform Head;
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private float VisualYaw;
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private float VisualYaw;
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private float VisualPitch;
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private float VisualPitch;
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@ -54,7 +55,7 @@ namespace NeonTea.Quakeball.Animation {
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}
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}
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Animator = Soldiers[(int)Model].GetComponent<Animator>();
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Animator = Soldiers[(int)Model].GetComponent<Animator>();
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Animator.gameObject.SetActive(true);
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Animator.gameObject.SetActive(true);
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HeadCollider.parent = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
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Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
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Torso = TransformUtil.FindChildWithName(Animator.transform, "RIBS");
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Torso = TransformUtil.FindChildWithName(Animator.transform, "RIBS");
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BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
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BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
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FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
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FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
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@ -97,6 +98,8 @@ namespace NeonTea.Quakeball.Animation {
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transform.localEulerAngles = new Vector3(0, VisualYaw, 0);
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transform.localEulerAngles = new Vector3(0, VisualYaw, 0);
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Torso.localEulerAngles = new Vector3(VisualPitch, 0, 0);
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Torso.localEulerAngles = new Vector3(VisualPitch, 0, 0);
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HeadCollider.position = Head.position;
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HeadCollider.eulerAngles = Head.eulerAngles;
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if (GunGluedToHand) {
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if (GunGluedToHand) {
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Vector3 GunOffset = GunHandle.position - Gun.position;
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Vector3 GunOffset = GunHandle.position - Gun.position;
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