Procedual Animation Hand Fix

See "Procedual Animation Hand Fix" issue
This commit is contained in:
juliuse98
2021-11-28 20:21:47 +01:00
parent a4fb6b9f33
commit 58092d6b7e
18 changed files with 1479 additions and 3584 deletions

View File

@@ -1,34 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AimDownSights : MonoBehaviour
{
[SerializeField] float aimSpeed = 0.01f;
[SerializeField][Range(0,1)] public float aimVal = 0;
[SerializeField] private GameObject gun;
[SerializeField] GameObject AimPoint;
[SerializeField] GameObject HoldPoint;
public bool isAiming = false;
bool ADS()
{
return true;
}
private void FixedUpdate()
{
if (Input.GetButton("Aim"))
{
isAiming = true;
aimVal += aimSpeed;
}
else
{
isAiming = false;
aimVal -= aimSpeed;
}
aimVal = Mathf.Clamp(aimVal,0,1);
gun.transform.position = Vector3.Lerp(HoldPoint.transform.position, AimPoint.transform.position,Mathf.Pow(aimVal,1.3f)) ;
}
}

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@@ -1,11 +0,0 @@
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@@ -1,78 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class Headbob : NetworkBehaviour
{
[SerializeField] private PlayerController playerController;
[SerializeField] private ShootAnimation gunAnimation;
[SerializeField] private float posCheckDistance = 0.01f;
[SerializeField] private float checkDist = 0.0f;
private float currentDist = 0;
[Header("Step Settings")]
[SerializeField] private float stepAmplitudeWalking;
[SerializeField] private float stepAmplitudeSprinting;
[SerializeField] [Range(0.01f, 10.0f)] private float stepFrequency;
[SerializeField] private Transform Neck;
private Vector3 lastPos;
private Vector3 startPos;
private Vector3 newPos;
private float oldDist = 0;
private float lerpVal = 0;
[Header("Gun Settings")]
[SerializeField] GameObject gunRotation;
[SerializeField] float rotationMultiplier = 0.1f;
private void Start()
{
lastPos = this.transform.position;
//startPos = this.transform.position;
}
private void Update()
{
float amplitude;
if (playerController.isGrounded)
{
lerpVal = 0;
float dist = Vector3.Distance(lastPos, this.transform.position);
if (playerController.isSprinting)
amplitude = stepAmplitudeSprinting;
else
amplitude = stepAmplitudeWalking;
if (dist > posCheckDistance)
{
currentDist += dist;
lastPos = this.transform.position;
}
else
{
checkDist = currentDist + dist;
}
gunAnimation.gunSideSwey(getSin(amplitude, stepFrequency/2, checkDist),playerController.inputDirection.magnitude);
newPos = new Vector3(getSin(amplitude / 2, stepFrequency, checkDist), getSin(amplitude, stepFrequency, checkDist), 0);
Neck.localPosition = newPos;
}
else
{
Neck.localPosition = Vector3.zero;
}
}
private float getSin(float multiplier, float devisor,float x)
{
return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class PlayerColor : NetworkBehaviour
{
[SyncVar(hook = "SetColor")]
public Color color;
public Renderer renderer;
void SetColor(Color oldColor, Color newColor)
{
if (color == null)
{
color = renderer.material.color;
}
renderer.material.color = newColor;
color = newColor;
}
public override void OnStartClient()
{
renderer.material.color = color;
}
}

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@@ -1,11 +0,0 @@
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View File

@@ -161,7 +161,6 @@ public class PlayerController : NetworkBehaviour
moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
currentDir = moveDirection;
}
Debug.Log(currentMaxSpeed);
velocity = Vector3.SmoothDamp(velocity, currentDir * currentMaxSpeed + new Vector3(0, velocityY, 0),ref refVelocity,moveSmoothTime);
localVelocity = transform.InverseTransformDirection(velocity);
controller.Move(velocity * Time.deltaTime);

View File

@@ -5,6 +5,14 @@ using Mirror;
public class ProcedualAnimationController : NetworkBehaviour
{
[Header("Hand Settings")]
[SerializeField] private Transform rightHandREF;
[SerializeField] private Transform leftHandREF;
[SerializeField] private Transform gunRightHandREF;
[SerializeField] private Transform gunLeftHandREF;
[SerializeField] private Vector3 defaultRightHandPosition = Vector3.zero;
[SerializeField] private Vector3 defaultLeftHandPosition = Vector3.zero;
[Header("Step Settings")]
[SerializeField] private float stepAmplitudeWalking;
@@ -99,6 +107,28 @@ public class ProcedualAnimationController : NetworkBehaviour
playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed);
playerAnimator.SetFloat("y", playerController.localVelocity.z / playerController.currentMaxSpeed);
}
public void handPositioning()
{
if (gunRightHandREF != null)
{
rightHandREF.position = gunRightHandREF.position;
rightHandREF.rotation = gunRightHandREF.rotation;
}
else
{
rightHandREF.position = defaultRightHandPosition;
}
if (gunLeftHandREF != null)
{
leftHandREF.position = gunLeftHandREF.position;
leftHandREF.rotation = gunLeftHandREF.rotation;
}
else
{
leftHandREF.position = defaultLeftHandPosition;
}
}
public void OnSwitchWeapon(GameObject currentWeapon)
{
if (isLocalPlayer) {
@@ -141,7 +171,7 @@ public class ProcedualAnimationController : NetworkBehaviour
if (isLocalPlayer)
{
walkAnimation();
handPositioning();
CmdAim(Input.GetButton("Aim"));
}
/*-----Aiming-----*/