人物动画调整
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@@ -124,7 +124,24 @@ namespace Assets.Scenes.Ride.Scripts
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if (characterAnimator != null && mapData != null)
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{
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characterAnimator.SetFloat("Speed", (float)speed);
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if (totalDistance >= mapData.TotalDistance)
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characterAnimator.SetFloat("Slope", (float)currentSlope);
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if (currentSlope > 5)
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{
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characterAnimator.speed = 0.5f;
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}
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else
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{
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characterAnimator.speed = 1f;
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}
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//if (speed < 20 && speed >= 10)
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//{
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// characterAnimator.speed = 0.8f;
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//}
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//if (speed >= 20)
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//{
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// characterAnimator.speed = 1f;
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//}
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if (totalDistance >= mapData.TotalDistance)
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{
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characterAnimator.SetBool("ReachEnd", true);//到达终点
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}
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@@ -4,6 +4,7 @@ using UnityEngine.SceneManagement;
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using System.Collections.Generic;
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using System.Linq;
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using Assets.Scenes.Ride.Scripts.Model.RiderModels;
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using System;
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namespace Assets.Scenes.Ride.Scripts
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{
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@@ -48,7 +49,8 @@ namespace Assets.Scenes.Ride.Scripts
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weight = App.CurrentUser.Weight;
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bicycleWeight = App.CurrentUser.BicycleWeight;
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#if UNITY_EDITOR
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power = 500;//测试功率
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System.Random rd = new System.Random();
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power = 500; //rd.Next(150, 300);////测试功率
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#endif
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mainController.TrackResistance(currentSlope * App.rideSetting.sensitivity / 100);
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if (power > 0)
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@@ -56,6 +58,11 @@ namespace Assets.Scenes.Ride.Scripts
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speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
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distance = mainController.UpdateDistance(speed);
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totalDistance += distance;
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}
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else
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{
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speed = 0;
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distance = 0;
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}
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//计算累计爬升
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