--Made by Luckymaxer


Figure = script.Parent

RunService = game:GetService("RunService")

Creator = Figure:FindFirstChild("Creator")

Humanoid = Figure:WaitForChild("Humanoid")
Head = Figure:WaitForChild("Head")
Torso = Figure:WaitForChild("Torso")

LeftShoulder = Torso:WaitForChild("Left Shoulder")
RightShoulder = Torso:WaitForChild("Right Shoulder")
LeftHip = Torso:WaitForChild("Left Hip")
RightHip = Torso:WaitForChild("Right Hip")

for i, v in pairs({Neck, LeftShoulder, RightShoulder, LeftHip, RightHip}) do
	if v and v.Parent then
		v.DesiredAngle = 0
		v.CurrentAngle = 0
	end
end

Pose = "None"
LastPose = Pose
PoseTime = tick()

function SetPose(pose)
	LastPose = Pose
	Pose = pose
	PoseTime = tick()
end

function OnRunning(Speed)
	if Speed > 0 then
		SetPose("Running")
	else
		SetPose("Standing")
	end
end

function OnDied()
	SetPose("Dead")
end

function OnJumping()
	SetPose("Jumping")
end

function OnClimbing()
	SetPose("Climbing")
end

function OnGettingUp()
	SetPose("GettingUp")
end

function OnFreeFall()
	SetPose("FreeFall")
end

function OnFallingDown()
	SetPose("FallingDown")
end

function OnSeated()
	SetPose("Seated")
end

function OnPlatformStanding()
	SetPose("PlatformStanding")
end

function OnSwimming(Speed)
	return OnRunning(Speed)
end

function MoveJump()
	RightShoulder.MaxVelocity = 0.075
	LeftShoulder.MaxVelocity = 0.075
	RightShoulder.DesiredAngle = math.pi
	LeftShoulder.DesiredAngle = -math.pi
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function MoveFreeFall()
	RightShoulder.MaxVelocity = 0.125
	LeftShoulder.MaxVelocity = 0.125
	RightShoulder.DesiredAngle = math.pi
	LeftShoulder.DesiredAngle = -math.pi
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0	
end

function MoveSit()
	RightShoulder.MaxVelocity = 0.075
	LeftShoulder.MaxVelocity = 0.075
	RightShoulder.DesiredAngle = (math.pi / 2)
	LeftShoulder.DesiredAngle = -(math.pi / 2)
	RightHip.DesiredAngle = 1
	LeftHip.DesiredAngle = -1
end

function Move(Time)
	local LimbAmplitude
	local LimbFrequency
	local NeckAmplitude
	local NeckFrequency
	local NeckDesiredAngle
  
	if (Pose == "Jumping") then
		MoveJump()
		return
	elseif (Pose == "FreeFall") then
		MoveFreeFall()
		return
	elseif (Pose == "Seated") then
		MoveSit()
		return
	end

	local ClimbFudge = 0
	
	if (Pose == "Running") then
		RightShoulder.MaxVelocity = 0.075
		LeftShoulder.MaxVelocity = 0.075
		LimbAmplitude = 1
		LimbFrequency = 9
		NeckAmplitude = 0
		NeckFrequency = 0
		NeckDesiredAngle = 0
		--[[if Creator and Creator.Value and Creator.Value:IsA("Player") and Creator.Value.Character then
			local CreatorCharacter = Creator.Value.Character
			local CreatorHead = CreatorCharacter:FindFirstChild("Head")
			if CreatorHead then
				local TargetPosition = CreatorHead.Position
				local Direction = Torso.CFrame.lookVector
				local HeadPosition = Head.Position
				NeckDesiredAngle = ((((HeadPosition - TargetPosition).Unit):Cross(Direction)).Y / 4)
			end
		end]]
	elseif (Pose == "Climbing") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		LimbAmplitude = 1
		LimbFrequency = 9
		NeckAmplitude = 0
		NeckFrequency = 0
		NeckDesiredAngle = 0
		ClimbFudge = math.pi
	else
		LimbAmplitude = 0.1
		LimbFrequency = 1
		NeckAmplitude = 0.25
		NeckFrequency = 1.25
	end
	
	LimbDesiredAngle = (LimbAmplitude * math.sin(Time * LimbFrequency))
	
	RightShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge)
	LeftShoulder.DesiredAngle = (LimbDesiredAngle - ClimbFudge)
	RightHip.DesiredAngle = -LimbDesiredAngle
	LeftHip.DesiredAngle = -LimbDesiredAngle
	
end

Humanoid.Died:connect(OnDied)
Humanoid.Running:connect(OnRunning)
Humanoid.Jumping:connect(OnJumping)
Humanoid.Climbing:connect(OnClimbing)
Humanoid.GettingUp:connect(OnGettingUp)
Humanoid.FreeFalling:connect(OnFreeFall)
Humanoid.FallingDown:connect(OnFallingDown)
Humanoid.Seated:connect(OnSeated)
Humanoid.PlatformStanding:connect(OnPlatformStanding)
Humanoid.Swimming:connect(OnSwimming)

Humanoid:ChangeState(Enum.HumanoidStateType.None)

RunService.Stepped:connect(function()
	local _, Time = wait(0.1)
	Move(Time)
end)
