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- 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<skinArr.Length; i++)
- {
- skinArr [i].material.mainTexture = texture;
- }
- }
- }
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