Camera Shake, WeaponSwitch Animation

Added camera shake. Its not working.. i dont know why.
WeaponSwitch is also not working
This commit is contained in:
Noah4ever
2021-12-12 18:19:36 +01:00
parent 9512d9dac1
commit a2ac91bf6e
8 changed files with 731 additions and 73 deletions

View File

@@ -13,16 +13,24 @@ public class Grenade : MonoBehaviour
[Tooltip("After how many seconds the explosion Gameobject gets deleted!")]
[SerializeField] float lengthOfExplosion = 1;
private float countdown;
[Header("Camera Shake Info")] // NOT WOKRING BECAUSE THE CAMERA IS FIXED IN PLACE
[SerializeField] bool cameraShakeActive = true;
[SerializeField] float cameraShakeRadius = 6f;
[SerializeField] float cameraShakeDuration = 1f;
[SerializeField] AnimationCurve cameraShakeCurve;
[Header("Explosion GameObject")]
[SerializeField] GameObject explodeParticle;
[Header("Scripts")]
[SerializeField] Weapon weapon;
[SerializeField] Weapon weapon;
[Header("Debug")]
[SerializeField] bool showExplosion = true;
// To change it from other scripts
public bool CameraShakeActive { get => cameraShakeActive; set => cameraShakeActive = value; }
void Start() {
countdown = timer;
}
@@ -43,23 +51,58 @@ public class Grenade : MonoBehaviour
/* - Spawn explosion particles and add force to nearby objects - */
private void Explode() {
if (showExplosion)
{
if (showExplosion) {
// Spawns explosion particle
GameObject spawnedExplosion = Instantiate(explodeParticle, transform.position, transform.rotation);
// Destroys explosion particle after on second
Destroy(spawnedExplosion, lengthOfExplosion);
}
if (cameraShakeActive) {
// Coroutine for camera shake to nearby Players
StartCoroutine(cameraShake());
}
// Coroutine for adding explosion force to nearby objects
StartCoroutine(addExplosionForce());
// Destroys grenade
Destroy(gameObject);
}
IEnumerator cameraShake() {
Collider[] colliders = Physics.OverlapSphere(transform.position, cameraShakeRadius);
foreach(Collider nearbyObject in colliders){
if (nearbyObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
// Start coroutine that shakes the camera
StartCoroutine(shaking(nearbyObject));
}
}
yield return null;
}
IEnumerator shaking(Collider obj) {
// Getting neck from player
GameObject neck = obj.GetComponent<Player>().PlayerNeck;
Vector3 startPos = neck.transform.position;
float elapsedTime = 0f;
while(elapsedTime < cameraShakeDuration) {
elapsedTime += Time.deltaTime;
float strength = cameraShakeCurve.Evaluate(elapsedTime / cameraShakeDuration);
neck.transform.position = startPos + Random.insideUnitSphere * strength;
}
neck.transform.position = startPos;
yield return null;
}
IEnumerator addExplosionForce() {
// Gets all collider that are in a sphere around the grenade
Collider[] colliders = Physics.OverlapSphere(transform.position, grenadeRadius);
// Iterate over all colliders found in radius
foreach(Collider nearbyObject in colliders) {
foreach (Collider nearbyObject in colliders) {
// Check if nearby object is a Player and if Collider is not a CharacterController (can be changed to CapsuleCollider)
if (nearbyObject.transform.gameObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
if (nearbyObject.GetComponent<Player>() && nearbyObject.GetType() != typeof(UnityEngine.CharacterController)) {
// Remove health from player
nearbyObject.transform.gameObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
nearbyObject.GetComponent<Player>().RemoveHealth(weapon.Damage);
} else {
// Get Rigidbody from nearby object and...
Rigidbody rb = nearbyObject.GetComponent<Rigidbody>();
@@ -71,7 +114,6 @@ public class Grenade : MonoBehaviour
}
}
hasExploded = true;
// Destroys grenade
Destroy(gameObject);
yield return null;
}
}