implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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67 lines
1.9 KiB
67 lines
1.9 KiB
9 months ago
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class RagDoll002 : MonoBehaviour {
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[System.Serializable]
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public class MusclePower
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{
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public string Muscle;
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public Vector3 PowerVector;
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}
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public List<MusclePower> MusclePowers;
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public float MotorScale = 1f;
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// Use this for initialization
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void Start () {
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Setup();
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}
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// Update is called once per frame
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void Update () {
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}
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void Setup () {
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// handle collision overlaps
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IgnoreCollision("torso", new []{"left_upper_arm", "right_upper_arm"});
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IgnoreCollision("butt", new []{"left_thigh", "right_thigh"});
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IgnoreCollision("left_larm", new []{"left_upper_arm"});
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IgnoreCollision("right_larm", new []{"right_upper_arm"});
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IgnoreCollision("left_shin", new []{"left_thigh"});
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IgnoreCollision("right_shin", new []{"right_thigh"});
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IgnoreCollision("right_shin", new []{"right_right_foot"});
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IgnoreCollision("left_shin", new []{"left_left_foot"});
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//
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var joints = GetComponentsInChildren<Joint>().ToList();
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foreach (var joint in joints)
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joint.enablePreprocessing = false;
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}
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void IgnoreCollision(string first, string[] seconds)
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{
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foreach (var second in seconds)
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{
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IgnoreCollision(first, second);
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}
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}
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void IgnoreCollision(string first, string second)
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{
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var rigidbodies = GetComponentsInChildren<Rigidbody>().ToList();
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var colliderOnes = rigidbodies.FirstOrDefault(x=>x.name.Contains(first))?.GetComponents<Collider>();
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var colliderTwos = rigidbodies.FirstOrDefault(x=>x.name.Contains(second))?.GetComponents<Collider>();
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if (colliderOnes == null || colliderTwos == null)
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return;
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foreach (var c1 in colliderOnes)
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foreach (var c2 in colliderTwos)
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Physics.IgnoreCollision(c1, c2);
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}
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}
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