using System.Collections; using System.Collections.Generic; using UnityEngine; public class CraftModel : MonoBehaviour { public Animator topAnim; public Animator bottomAnim; public ShotManager shotManager; public SkinnedMeshRenderer[] skinArr; public bool moving { set{ Debuger.Log ("Set Run "+value); if(bottomAnim != null) bottomAnim.SetBool ("Run", value); if(topAnim != null) topAnim.SetBool ("Run", value); } } public void Attack() { if(topAnim != null) topAnim.SetTrigger ("Attack"); } public void LookTo(Vector3 pos) { if (topAnim != null) { Vector3 forward = pos - topAnim.transform.position; Quaternion lookQuaternion = Quaternion.LookRotation (forward); shotManager.transform.rotation = topAnim.transform.rotation = Quaternion.Slerp (topAnim.transform.rotation, lookQuaternion, GameTime.deltaTime * 3f); } } public void LookToForward() { if (topAnim != null) { Quaternion lookQuaternion = Quaternion.Euler (Vector3.zero); shotManager.transform.localRotation = topAnim.transform.localRotation = Quaternion.Slerp (topAnim.transform.localRotation, lookQuaternion, GameTime.deltaTime * 3f); } } public void LookAt(Vector3 pos) { if (topAnim != null) { Vector3 forward = pos - topAnim.transform.position; Quaternion lookQuaternion = Quaternion.LookRotation (forward); shotManager.transform.rotation = topAnim.transform.rotation = lookQuaternion; } } public void SetSkin(Texture texture) { for(int i=0; i