mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Merge remote-tracking branch 'origin/Player-Animation' into weapons-without-scriptableobjects
This commit is contained in:
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34
Assets/Scripts/Player/AimDownSights.cs
Normal file
34
Assets/Scripts/Player/AimDownSights.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
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;
|
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[SerializeField] private GameObject gun;
|
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[SerializeField] GameObject AimPoint;
|
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[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)) ;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Player/AimDownSights.cs.meta
Normal file
11
Assets/Scripts/Player/AimDownSights.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 916f2d37f60a91149bbca3280a1b69ec
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MonoImporter:
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -5,6 +5,7 @@ using Mirror;
|
||||
public class Headbob : NetworkBehaviour
|
||||
{
|
||||
[SerializeField] private PlayerController playerController;
|
||||
[SerializeField] private ShootAnimation gunAnimation;
|
||||
|
||||
|
||||
[SerializeField] private float posCheckDistance = 0.01f;
|
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@@ -22,6 +23,14 @@ public class Headbob : NetworkBehaviour
|
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private Vector3 newPos;
|
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private float oldDist = 0;
|
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private float lerpVal = 0;
|
||||
|
||||
|
||||
[Header("Gun Settings")]
|
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[SerializeField] GameObject gunRotation;
|
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[SerializeField] float rotationMultiplier = 0.1f;
|
||||
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
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lastPos = this.transform.position;
|
||||
@@ -50,6 +59,7 @@ public class Headbob : NetworkBehaviour
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -8,15 +8,16 @@ using Mirror;
|
||||
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private AimDownSights ADSContoller;
|
||||
[Header("Movement")]
|
||||
[SerializeField] private float walkSpeed = 6.0f;
|
||||
[SerializeField] private float sprintSpeed = 10.0f;
|
||||
[SerializeField] private float aimWalkSpeed = 3.0f;
|
||||
|
||||
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
|
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[SerializeField] float gravity = -10.0f;
|
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[SerializeField] private float jumpHeight;
|
||||
private Vector3 inputDirection = Vector3.zero;
|
||||
public Vector3 inputDirection = Vector3.zero;
|
||||
private Vector3 moveDirection;
|
||||
|
||||
[Header("Ground Check")]
|
||||
@@ -100,15 +101,15 @@ public class PlayerController : NetworkBehaviour
|
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{
|
||||
|
||||
|
||||
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded)
|
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if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !ADSContoller.isAiming)
|
||||
{
|
||||
//Debug.Log("Sprint");
|
||||
movementSpeed = sprintSpeed;
|
||||
isSprinting = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
movementSpeed = walkSpeed;
|
||||
if(ADSContoller.isAiming) movementSpeed = aimWalkSpeed;
|
||||
else movementSpeed = walkSpeed;
|
||||
isSprinting = false;
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}
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
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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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|
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private float fullPitch = 0f;
|
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public float fullPitch = 0f;
|
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private float cameraPitch = 0f;
|
||||
private float neckPitch = 0f;
|
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private float velocityY = 0.0f;
|
||||
|
||||
@@ -22,13 +22,26 @@ public class ShootAnimation : MonoBehaviour
|
||||
[SerializeField] float positionMultZ = 25f;
|
||||
|
||||
[Header("Rotation Settings")]
|
||||
[SerializeField] PlayerMouseLook playerMouseLook;
|
||||
[SerializeField] float cameraRecoilX = 0.1f;
|
||||
[SerializeField] float cameraRecoilY = 0.1f;
|
||||
|
||||
|
||||
[SerializeField] bool rotX = true;
|
||||
[SerializeField] float rotationMultX = 25f;
|
||||
[SerializeField] float rotationOffsetX = 0.1f;
|
||||
[SerializeField] bool rotY = true;
|
||||
[SerializeField] float rotationMultY = 25f;
|
||||
[SerializeField] bool rotZ = true;
|
||||
[SerializeField] float rotationMultZ = 15f;
|
||||
|
||||
[Header("Swey Settings")]
|
||||
[SerializeField] AimDownSights ADSController;
|
||||
[SerializeField] bool sideSwey = true;
|
||||
[SerializeField] float sweyMult = 15f;
|
||||
[SerializeField] float sweyWhileAim = 0.1f;
|
||||
float swey = 0f;
|
||||
|
||||
|
||||
|
||||
[SerializeField] float returnForce = 0.006f;
|
||||
@@ -59,11 +72,20 @@ public class ShootAnimation : MonoBehaviour
|
||||
{
|
||||
//Play the animation
|
||||
anim.Play("Shoot");
|
||||
|
||||
playerMouseLook.fullPitch -= cameraRecoilX * Mathf.PerlinNoise(Time.time * 3f + 10f, 1f);
|
||||
transform.Rotate(Vector3.up * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * cameraRecoilY);
|
||||
//Add force for the recoil
|
||||
recoilCounter++;
|
||||
}
|
||||
|
||||
public void gunSideSwey(float sinVal,float moveInput)
|
||||
{
|
||||
|
||||
swey = (sweyMult * sinVal * moveInput * 0.7f
|
||||
+ sweyMult * sinVal * moveInput * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * 0.3f) * Mathf.Clamp((1 - ADSController.aimVal) * (1 - ADSController.aimVal), sweyWhileAim,1f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
@@ -93,9 +115,12 @@ public class ShootAnimation : MonoBehaviour
|
||||
//Position recoil
|
||||
if (positionRecoil)
|
||||
{
|
||||
int sideLock = 0;
|
||||
|
||||
if (sideSwey) sideLock = 1;
|
||||
gunPositionObj.transform.localPosition = startPos + new Vector3(
|
||||
positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f),
|
||||
positionMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 20f, 2f) - 0.5f) * 2f),
|
||||
positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) + sideLock * swey,
|
||||
positionMultY * zOffset * Mathf.PerlinNoise(Time.time * 2f + 20f, 2f),
|
||||
positionMultZ* zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 3f) - 0.5f) * 2f));
|
||||
}
|
||||
else
|
||||
@@ -109,13 +134,15 @@ public class ShootAnimation : MonoBehaviour
|
||||
int xLock = 0;
|
||||
int yLock = 0;
|
||||
int zLock = 0;
|
||||
|
||||
|
||||
if (rotX) xLock = 1;
|
||||
if (rotY) yLock = 1;
|
||||
if (rotZ) zLock = 1;
|
||||
|
||||
|
||||
gunRotationObj.transform.localRotation = Quaternion.Euler(
|
||||
startRot.x + xLock * rotationMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 4f) - 0.5f) * 2f),
|
||||
startRot.x + xLock * rotationMultX * zOffset * Mathf.PerlinNoise(Time.time * 3f + 30f, 4f),
|
||||
startRot.y + yLock * rotationMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 10f, 3f) - 0.5f) * 2f),
|
||||
startRot.z + zLock * rotationMultZ * zOffset * ((Mathf.PerlinNoise(Time.time * 1.5f, 2f) - 0.5f) * 2f));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user