2026-07-06 공룡에셋 추가
This commit is contained in:
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using UnityEngine;
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public class Arge : Creature
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{
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public Transform Spine0,Spine1,Spine2,Spine3,Spine4,Tail0,Tail1,Tail2,Tail3,Tail4,Tail5,Tail6,Tail7,Tail8,
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Neck0,Neck1,Neck2,Neck3,Neck4,Neck5,Neck6,Neck7,Neck8,Neck9,Neck10,Neck11,Neck12,Neck13,Neck14,Neck15,Neck16,
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Left_Arm0,Right_Arm0,Left_Arm1,Right_Arm1,Left_Hand,Right_Hand,Left_Hips,Right_Hips,Left_Leg,Right_Leg,Left_Foot,Right_Foot;
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public AudioClip Waterflush,Hit_jaw,Hit_head,Hit_tail,Largestep,Largesplash,Idleherb,Chew,Arge1,Arge2,Arge3,Arge4;
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//*************************************************************************************************************************************************
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//Play sound
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void OnCollisionStay(Collision col)
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{
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int rndPainsnd=Random.Range(0, 4); AudioClip painSnd=null;
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switch (rndPainsnd) { case 0: painSnd=Arge1; break; case 1: painSnd=Arge2; break; case 2: painSnd=Arge3; break; case 3: painSnd=Arge4; break; }
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ManageCollision(col, source, painSnd, Hit_jaw, Hit_head, Hit_tail);
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}
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void PlaySound(string name, int time)
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{
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if(time==currframe && lastframe!=currframe)
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{
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switch (name)
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{
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case "Step": source[1].pitch=Random.Range(0.75f, 1.25f);
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if(isInWater) source[1].PlayOneShot(Waterflush, Random.Range(0.25f, 0.5f));
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else if(isOnWater) source[1].PlayOneShot(Largesplash, Random.Range(0.25f, 0.5f));
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else if(isOnGround) source[1].PlayOneShot(Largestep, Random.Range(0.25f, 0.5f));
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lastframe=currframe; break;
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case "Hit": source[1].pitch=Random.Range(1.0f, 1.25f); source[1].PlayOneShot(isOnWater|isInWater?Largesplash:Largestep, 1.5f);
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lastframe=currframe; break;
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case "Die": source[1].pitch=Random.Range(1.0f, 1.25f); source[1].PlayOneShot(isOnWater|isInWater?Largesplash:Largestep, 1.0f);
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lastframe=currframe; isDead=true; break;
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case "Chew": source[0].pitch=Random.Range(1.0f, 1.25f); source[0].PlayOneShot(Chew, 0.75f);
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lastframe=currframe; break;
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case "Repose": source[0].pitch=Random.Range(0.7f, 0.8f); source[0].PlayOneShot(Idleherb, 0.25f);
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lastframe=currframe; break;
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case "Growl": int rnd=Random.Range (0, 4); source[0].pitch=Random.Range(1.0f, 1.25f);
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if(rnd==0)source[0].PlayOneShot(Arge1, 1.0f);
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else if(rnd==1)source[0].PlayOneShot(Arge2, 1.0f);
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else if(rnd==2)source[0].PlayOneShot(Arge3, 1.0f);
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else if(rnd==3)source[0].PlayOneShot(Arge4, 1.0f);
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lastframe=currframe; break;
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}
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}
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}
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//*************************************************************************************************************************************************
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// Add forces to the Rigidbody
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void FixedUpdate ()
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{
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StatusUpdate(); if(!isActive | animSpeed==0.0f) { body.Sleep(); return; }
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onReset=false; isConstrained= false;
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if(useAI && health!=0) { AICore(1, 4, 0, 0, 2, 3, 5); }// CPU
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else if(health!=0) { GetUserInputs(1, 4, 0, 0, 2, 3, 5, 4); }// Human
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else { anm.SetInteger ("Move", 0); anm.SetInteger ("Idle", -1); }//Dead
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//Set Y position
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if(isOnGround | isInWater | isOnWater)
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{
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if(!isOnGround && !isInWater) { body.linearDamping=1; body.angularDamping=1; } else { body.linearDamping=4; body.angularDamping=4; }
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ApplyYPos();
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} else ApplyGravity();
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//Stopped
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if(OnAnm.IsName("Arge|IdleA") | OnAnm.IsName("Arge|Die"))
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{
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Move(Vector3.zero);
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if(OnAnm.IsName("Arge|Die")) { onReset=true; if(!isDead) { PlaySound("Growl", 3); PlaySound("Die", 12); } }
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}
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//Forward
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else if(OnAnm.IsName("Arge|Walk") | OnAnm.IsName("Arge|WalkGrowl"))
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{
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Move(transform.forward, 12);
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if(OnAnm.IsName("Arge|WalkGrowl")) { PlaySound("Growl", 1); PlaySound("Step", 5); PlaySound("Step", 12); }
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else { PlaySound("Step", 5); PlaySound("Step", 12); }
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}
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//Run
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else if(OnAnm.IsName("Arge|Run") | OnAnm.IsName("Arge|RunGrowl"))
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{
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Move(transform.forward, 30);
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if(OnAnm.IsName("Arge|RunGrowl")) { PlaySound("Growl", 2); PlaySound("Step", 5); PlaySound("Step", 12); }
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else { PlaySound("Step", 5); PlaySound("Step", 12); }
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}
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//Backward
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else if(OnAnm.IsName("Arge|Walk-") | OnAnm.IsName("Arge|WalkGrowl-"))
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{
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Move(-transform.forward, 11);
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if(OnAnm.IsName("Arge|WalkGrowl-")) { PlaySound("Growl", 4); PlaySound("Step", 5); PlaySound("Step", 12); }
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else { PlaySound("Step", 5); PlaySound("Step", 12); }
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}
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//Strafe/Turn right
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else if(OnAnm.IsName("Arge|Strafe-"))
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{
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Move(transform.right, 5);
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PlaySound("Step", 5); PlaySound("Step", 12);
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}
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//Strafe/Turn left
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else if(OnAnm.IsName("Arge|Strafe+"))
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{
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Move(-transform.right, 5);
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PlaySound("Step", 5); PlaySound("Step", 12);
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}
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//Various
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else if(OnAnm.IsName("Arge|EatA")) PlaySound("Chew", 10);
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else if(OnAnm.IsName("Arge|EatB")) onReset=true;
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else if(OnAnm.IsName("Arge|EatC")) { onReset=true; PlaySound("Chew", 1); PlaySound("Chew", 4); PlaySound("Chew", 8); PlaySound("Chew", 12); }
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else if(OnAnm.IsName("Arge|ToSit")) { onReset=true; isConstrained=true; }
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else if(OnAnm.IsName("Arge|ToSit-")) { onReset=true; isConstrained=true; }
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else if(OnAnm.IsName("Arge|SitIdle")) { onReset=true; isConstrained=true; }
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else if(OnAnm.IsName("Arge|Sleep")) { onReset=true; isConstrained=true; PlaySound("Repose", 1); }
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else if(OnAnm.IsName("Arge|SitGrowl")) { onReset=true; PlaySound("Growl", 2); isConstrained=true; }
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else if(OnAnm.IsName("Arge|IdleB")) PlaySound("Growl", 2);
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else if(OnAnm.IsName("Arge|RiseIdle")) onReset=true;
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else if(OnAnm.IsName("Arge|RiseGrowl")) { onReset=true; PlaySound("Growl", 2); }
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else if(OnAnm.IsName("Arge|ToRise")) { onReset=true; PlaySound("Growl", 5); }
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else if(OnAnm.IsName("Arge|ToRise-")) { onReset=true; PlaySound("Growl", 1); PlaySound("Hit", 4);}
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else if(OnAnm.IsName("Arge|Die-")) { PlaySound("Growl", 3); isDead=false; }
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RotateBone(IkType.Quad, 40f, 0.0f, true, 0.1f);
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}
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//*************************************************************************************************************************************************
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// Bone rotation
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void LateUpdate()
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{
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if(!isActive) return; headPos=Head.GetChild(0).GetChild(0).position;
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float headZ =-headY*headX/yaw_Max;
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Spine0.rotation*= Quaternion.Euler(0, 0, spineX);
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Spine1.rotation*= Quaternion.Euler(0, 0, spineX);
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Spine2.rotation*= Quaternion.Euler(0, 0, spineX);
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Spine3.rotation*= Quaternion.Euler(0, 0, spineX);
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Spine4.rotation*= Quaternion.Euler(0, 0, spineX);
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Neck0.rotation*= Quaternion.Euler(0, 0, headX);
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Neck1.rotation*= Quaternion.Euler(0, 0, headX);
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Neck2.rotation*= Quaternion.Euler(0, 0, headX);
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Neck3.rotation*= Quaternion.Euler(0, 0, headX);
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Neck4.rotation*= Quaternion.Euler(0, 0, headX);
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Neck5.rotation*= Quaternion.Euler(0, 0, headX);
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Neck6.rotation*= Quaternion.Euler(0, 0, headX);
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Neck7.rotation*= Quaternion.Euler(0, 0, headX);
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Neck8.rotation*= Quaternion.Euler(headY, 0, headX);
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Neck9.rotation*= Quaternion.Euler(headY, 0, headX);
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Neck10.rotation*= Quaternion.Euler(headY, 0, 0);
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Neck11.rotation*= Quaternion.Euler(headY, 0, 0);
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Neck12.rotation*= Quaternion.Euler(headY, headZ, 0);
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Neck13.rotation*= Quaternion.Euler(headY, headZ, 0);
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Neck14.rotation*= Quaternion.Euler(headY, headZ, 0);
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Neck15.rotation*= Quaternion.Euler(headY, headZ, 0);
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Neck16.rotation*= Quaternion.Euler(headY, headZ, 0);
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Head.rotation*= Quaternion.Euler(headY, headZ, 0);
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Tail0.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail1.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail2.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail3.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail4.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail5.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail6.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail7.rotation*= Quaternion.Euler(0, 0, -spineX);
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Tail8.rotation*= Quaternion.Euler(0, 0, -spineX);
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if(!isDead) Head.GetChild(0).transform.rotation*=Quaternion.Euler(-lastHit, 0, 0);
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//Check for ground layer
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GetGroundPos(IkType.Quad, Right_Hips, Right_Leg, Right_Foot, Left_Hips, Left_Leg, Left_Foot, Right_Arm0, Right_Arm1, Right_Hand, Left_Arm0, Left_Arm1, Left_Hand, -0.1f*size);
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}
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}
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Reference in New Issue
Block a user