Basic Recoil

This commit is contained in:
juliuse98
2021-11-07 16:29:21 +01:00
parent 360ceb55f3
commit 352e22225f
6 changed files with 186 additions and 50 deletions

View File

@@ -5,22 +5,61 @@ using UnityEngine;
public class ShootAnimation : MonoBehaviour
{
private Animator anim;
[SerializeField]private GameObject gun;
[SerializeField] private GameObject gun;
private Transform startTransform;
Vector3 startPos;
Vector3 startRot;
[SerializeField] float zOffset = 0f;
[SerializeField] float returnForce = 0.06f;
[SerializeField] float impulsForce = 0.2f;
[SerializeField] float maxRecoil = 0.5f;
private int recoilCounter = 0;
float zVelocity = 0f;
public void OnSwitchWeapon(float fireRate)
{
//gun = newGun;
anim = gun.GetComponent<Animator>();
anim.SetFloat("ShootSpeed",1f/(60f/fireRate));
startPos = gun.transform.localPosition;
startRot = gun.transform.localRotation.eulerAngles;
}
public void StartShootAnimation(float timeInSeconds)
public void recoil(GameObject gun, float force)
{
Debug.Log(anim.GetFloat("ShootSpeed"));
anim.Play("Shoot");
recoilCounter++;
}
// Update is called once per frame
void Update()
void FixedUpdate()
{
//Apply recoil based on the number of shots fired
for (int i = 0; i < recoilCounter; i++)
{
zVelocity -= impulsForce * 0.9f + impulsForce * 0.1f * Mathf.PerlinNoise(i,1f);
}
recoilCounter = 0;
zOffset += zVelocity;
if (zOffset > 0)
{
zOffset = 0f;
zVelocity = 0f;
}
else if (zOffset < 0)
{
zVelocity += returnForce * 0.9f + returnForce * 0.1f * Mathf.PerlinNoise(Time.time,1f);
}
zOffset = Mathf.Clamp(zOffset,-maxRecoil * 0.5f + -maxRecoil * 0.5f * Mathf.PerlinNoise(Time.time * 1000,1),0);
gun.transform.localPosition = startPos + new Vector3(0,0,zOffset);
gun.transform.localRotation = Quaternion.Euler(startRot.x,startRot.y,startRot.z + zOffset * 50f);
}
}