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2026-04-07 03:14:32 +03:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AstronautAnimator : MonoBehaviour
{
private Animator _animator;
private float _ratio = 1f;
private float _massFactor = 1f;
private bool _isJumping;
void Start()
{
_animator = GetComponent<Animator>();
}
public void SetRatio(float ratio)
{
_ratio = ratio;
}
public void SetMass(float mass)
{
float clamped = Mathf.Clamp(mass, 30f, 100f);
float t = Mathf.InverseLerp(30f, 100f, clamped);
_massFactor = Mathf.Lerp(1.05f, 0.95f, t);
}
public void SetWalking(bool isWalking)
{
_animator.SetBool("isWalking", isWalking);
}
public void Jump()
{
_animator.SetTrigger("Jump");
_isJumping = true;
}
void Update()
{
bool isGrounded = Physics.CheckSphere(transform.parent.position + Vector3.down * 0.5f, 0.3f);
float animSpeed = (_ratio <= 0.2f)
? 1.5f
: Mathf.Clamp(1f / (_ratio * 1.5f), 0.15f, 3f);
if (isGrounded)
{
_isJumping = false;
_animator.speed = animSpeed * _massFactor;
}
else if (_isJumping)
{
_animator.speed = animSpeed * _massFactor;
}
}
}