mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
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7
Assets/Scenes/Animation Test.unity.meta
Normal file
7
Assets/Scenes/Animation Test.unity.meta
Normal file
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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@@ -4,16 +4,23 @@ using UnityEngine;
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using Mirror;
|
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public class Headbob : NetworkBehaviour
|
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{
|
||||
[SerializeField] private PlayerController playerController;
|
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|
||||
|
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[SerializeField] private float posCheckDistance = 0.01f;
|
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[SerializeField] private float checkDist = 0.0f;
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private float currentDist = 0;
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[Header("Step Settings")]
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[SerializeField] private float stepAmplitude;
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[SerializeField] private float stepFrequency;
|
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[SerializeField] private float stepAmplitudeWalking;
|
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[SerializeField] private float stepAmplitudeSprinting;
|
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[SerializeField] [Range(0.01f, 10.0f)] private float stepFrequency;
|
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[SerializeField] private Transform Neck;
|
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|
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private Vector3 lastPos;
|
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private Vector3 newPos;
|
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private float oldDist = 0;
|
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private float lerpVal = 0;
|
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private void Start()
|
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{
|
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lastPos = this.transform.position;
|
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@@ -21,28 +28,51 @@ public class Headbob : NetworkBehaviour
|
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|
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private void Update()
|
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{
|
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float dist = Vector3.Distance(lastPos, this.transform.position);
|
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|
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|
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if (dist > posCheckDistance)
|
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float amplitude;
|
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if (playerController.isGrounded)
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{
|
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checkDist += dist - oldDist;
|
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lastPos = this.transform.position;
|
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oldDist = dist;
|
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lerpVal = 0;
|
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float dist = Vector3.Distance(lastPos, this.transform.position);
|
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if (playerController.isSprinting)
|
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amplitude = stepAmplitudeSprinting;
|
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else
|
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amplitude = stepAmplitudeWalking;
|
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|
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if (dist > posCheckDistance)
|
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{
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currentDist += dist;
|
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lastPos = this.transform.position;
|
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}
|
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else
|
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{
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checkDist = currentDist + dist;
|
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}
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newPos = new Vector3(getSin(amplitude / 2, stepFrequency, checkDist), getSin(amplitude, stepFrequency, checkDist), 0);
|
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Neck.localPosition = newPos;
|
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}
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if (checkDist > 2)
|
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else
|
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{
|
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checkDist = 0;
|
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Neck.localPosition = Vector3.zero;
|
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if (false) {
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Neck.localPosition = Vector3.Lerp(newPos, Vector3.zero, lerpVal);
|
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if (lerpVal < 1)
|
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{
|
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lerpVal = lerpVal + 0.01f;
|
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}
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else
|
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{
|
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Neck.position = Vector3.zero;
|
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}
|
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}
|
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|
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}
|
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Vector3 newPos = new Vector3(Neck.transform.position.x,getSin(stepAmplitude,stepAmplitude,checkDist),Neck.transform.position.z);
|
||||
Neck.position = newPos;
|
||||
Debug.Log("Distance: " + checkDist + ", Sin " + getSin(stepAmplitude, stepAmplitude, checkDist));
|
||||
|
||||
}
|
||||
|
||||
private float getSin(float multiplier, float devisor,float x)
|
||||
{
|
||||
return multiplier * Mathf.Sin((x/Mathf.PI)*10);
|
||||
return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -28,6 +28,7 @@ public class PlayerController : NetworkBehaviour
|
||||
[SerializeField] private float moveGroundAngle;
|
||||
|
||||
public bool isGrounded;
|
||||
public bool isSprinting;
|
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private float movementSpeed;
|
||||
private float velocityY = 0.0f;
|
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private CharacterController controller;
|
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@@ -103,15 +104,23 @@ public class PlayerController : NetworkBehaviour
|
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{
|
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Debug.Log("Sprint");
|
||||
movementSpeed = sprintSpeed;
|
||||
isSprinting = true;
|
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}
|
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else
|
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{
|
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movementSpeed = walkSpeed;
|
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isSprinting = false;
|
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}
|
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|
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Debug.Log("ggg");
|
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//Grounded
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velocityY += gravity * Time.deltaTime;
|
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if (velocityY < 0)
|
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{
|
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velocityY += gravity * Time.deltaTime;
|
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}
|
||||
else
|
||||
{
|
||||
velocityY += gravity * 1.0f * Time.deltaTime;
|
||||
}
|
||||
if (isGrounded && velocityY < 0)
|
||||
velocityY = 0.0f;
|
||||
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@@ -135,8 +144,7 @@ public class PlayerController : NetworkBehaviour
|
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currentDir = moveDirection;
|
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}
|
||||
|
||||
currentDir = currentDir + new Vector3(0, velocityY, 0);
|
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velocity = currentDir * movementSpeed;
|
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velocity = currentDir * movementSpeed + new Vector3(0, velocityY, 0);
|
||||
|
||||
|
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controller.Move(velocity * Time.deltaTime);
|
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@@ -14,7 +14,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
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[SerializeField] private float neckStartAngle = 0f;
|
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[SerializeField] private float minCameraAngle = -90f;
|
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|
||||
[SerializeField] private float neckLength = 0.2f;
|
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private float neckLength = 0.2f;
|
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[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
|
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[SerializeField] private bool lockCursor = true;
|
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@@ -36,7 +36,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
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controller = GetComponent<CharacterController>();
|
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|
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playerCamera.gameObject.SetActive(true);
|
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|
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neckLength = Vector3.Distance(playerNeck.position,playerCamera.position);
|
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if (lockCursor)
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{
|
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@@ -6,11 +6,6 @@ using Mirror;
|
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public class Shoot : NetworkBehaviour
|
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{
|
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[SerializeField] GameObject muzzle;
|
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|
||||
private void Start()
|
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{
|
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|
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}
|
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private void Update()
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{
|
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if (isLocalPlayer)
|
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@@ -18,25 +13,11 @@ public class Shoot : NetworkBehaviour
|
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if (Input.GetKeyDown(KeyCode.Mouse0))
|
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{
|
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//CmdFireBullet();
|
||||
RpcOnFire();
|
||||
Debug.Log("Hit Left Mouse ");
|
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//RpcOnFire();
|
||||
CmdFireBullet();
|
||||
}
|
||||
}
|
||||
}
|
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private void OnDrawGizmos()
|
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{
|
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|
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if (!Input.GetKeyDown(KeyCode.Mouse0))
|
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{
|
||||
Gizmos.color = Color.red;
|
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}
|
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else
|
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{
|
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Gizmos.color = Color.green;
|
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}
|
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Gizmos.DrawRay(muzzle.transform.position, muzzle.transform.forward);
|
||||
|
||||
}
|
||||
|
||||
[Command]
|
||||
// This code will be executed on the server.
|
||||
@@ -46,14 +27,10 @@ public class Shoot : NetworkBehaviour
|
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RaycastHit hit;
|
||||
if (Physics.Raycast(muzzle.transform.position, muzzle.transform.forward, out hit))
|
||||
{
|
||||
|
||||
if (hit.transform.gameObject.GetComponent<Player>() != null)
|
||||
{
|
||||
Debug.Log("Hit player: " + hit.transform.gameObject.name);
|
||||
dedplayer = hit.transform.gameObject;
|
||||
//dedplayer.GetComponent<Player>().health -= 20;
|
||||
dedplayer.GetComponent<Player>().RemoveHealth(20);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -63,7 +40,7 @@ public class Shoot : NetworkBehaviour
|
||||
// This code will be executed on the Client.
|
||||
void RpcOnFire()
|
||||
{
|
||||
CmdFireBullet();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user