implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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123 lines
3.2 KiB
123 lines
3.2 KiB
using System.Collections;
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using System.Collections.Generic;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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using UnityEngine.Pool;
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public class Body : MonoBehaviour
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{
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private ObjectPool<Body> m_Pool;
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public Transform m_Pelvis;
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public int m_DespawnTimer;
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public bool m_JDActive;
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public bool m_RandomActuations;
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private float m_Noise;
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private float m_NoiseX;
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private float m_NoiseY;
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private float m_NoiseZ;
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[Header("Body Parts")]
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public Transform m_Head;
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public Transform m_Spine;
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public Transform m_Left_Thigh;
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public Transform m_Left_Leg;
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public Transform m_Left_Foot;
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public Transform m_Right_Thigh;
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public Transform m_Right_Leg;
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public Transform m_Right_Foot;
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public Transform m_Left_Arm;
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public Transform m_Left_Forearm;
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public Transform m_Left_Hand;
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public Transform m_Right_Arm;
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public Transform m_Right_Forearm;
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public Transform m_Right_Hand;
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[Range(-1, 1)]
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public float t;
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public float m_NoiseSpeed;
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private JointDriveController m_JDController;
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private void OnEnable()
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{
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if(m_JDController == null && m_JDActive) {
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m_JDController = this.GetComponent<JointDriveController>();
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m_JDController.SetupBodyPart(m_Head);
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m_JDController.SetupBodyPart(m_Spine);
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m_JDController.SetupBodyPart(m_Left_Thigh);
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m_JDController.SetupBodyPart(m_Left_Leg);
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m_JDController.SetupBodyPart(m_Left_Foot);
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m_JDController.SetupBodyPart(m_Right_Thigh);
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m_JDController.SetupBodyPart(m_Right_Leg);
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m_JDController.SetupBodyPart(m_Right_Foot);
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m_JDController.SetupBodyPart(m_Left_Arm);
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m_JDController.SetupBodyPart(m_Left_Forearm);
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m_JDController.SetupBodyPart(m_Left_Hand);
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m_JDController.SetupBodyPart(m_Right_Arm);
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m_JDController.SetupBodyPart(m_Right_Forearm);
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m_JDController.SetupBodyPart(m_Right_Hand);
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}
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m_NoiseX = Random.Range(-200, 200);
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m_NoiseY = Random.Range(-200, 200);
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m_NoiseZ = Random.Range(-200, 200);
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if(!m_RandomActuations)
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StartCoroutine(DespawnTimer());
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//StartCoroutine(DespawnTimer());
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}
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public void SetPool(ObjectPool<Body> pool)
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{
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m_Pool = pool;
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}
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IEnumerator DespawnTimer()
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{
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yield return new WaitForSecondsRealtime(m_DespawnTimer);
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m_Pool.Release(this);
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}
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private void FixedUpdate(){
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if(m_RandomActuations)
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RandomActutations();
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}
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public void RandomActutations(){
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var bpDict = m_JDController.bodyPartsDict;
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m_Noise += Time.fixedDeltaTime * 2;
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var counter = 0;
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foreach (var bodyPart in bpDict.Values){
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bodyPart.SetJointTargetRotation(
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Mathf.Clamp( (Mathf.PerlinNoise((Time.time + counter + m_NoiseX + 1) * m_NoiseSpeed, (Time.time + counter + m_NoiseX + 4) * m_NoiseSpeed) + -0.5f) * 3f, -1, 1),
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Mathf.Clamp( (Mathf.PerlinNoise((Time.time + counter + m_NoiseY + 2) * m_NoiseSpeed, (Time.time + counter + m_NoiseY + 5) * m_NoiseSpeed) + -0.5f) * 3f, -1, 1),
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Mathf.Clamp( (Mathf.PerlinNoise((Time.time + counter + m_NoiseZ + 3) * m_NoiseSpeed, (Time.time + counter + m_NoiseZ + 6) * m_NoiseSpeed) + -0.5f) * 3f, -1, 1)
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);
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bodyPart.SetJointStrength(1);
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counter++;
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}
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// foreach (var bodyPart in bpDict.Values){
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// bodyPart.SetJointTargetRotation(
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// t, t, t
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// );
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// bodyPart.SetJointStrength(1);
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// counter++;
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// }
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}
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}
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