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https://github.com/DerTyp7/defrain-shooter-unity.git
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Merge remote-tracking branch 'origin/Player-Animation' into weapons-without-scriptableobjects
This commit is contained in:
34
Assets/Scripts/Player/AimDownSights.cs
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34
Assets/Scripts/Player/AimDownSights.cs
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@@ -0,0 +1,34 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AimDownSights : MonoBehaviour
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{
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[SerializeField] float aimSpeed = 0.01f;
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[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;
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public bool isAiming = false;
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bool ADS()
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{
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return true;
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}
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private void FixedUpdate()
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{
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if (Input.GetButton("Aim"))
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{
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isAiming = true;
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aimVal += aimSpeed;
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}
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else
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{
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isAiming = false;
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aimVal -= aimSpeed;
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}
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aimVal = Mathf.Clamp(aimVal,0,1);
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gun.transform.position = Vector3.Lerp(HoldPoint.transform.position, AimPoint.transform.position,Mathf.Pow(aimVal,1.3f)) ;
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}
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}
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11
Assets/Scripts/Player/AimDownSights.cs.meta
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11
Assets/Scripts/Player/AimDownSights.cs.meta
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@@ -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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externalObjects: {}
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serializedVersion: 2
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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;
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public class Headbob : NetworkBehaviour
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{
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[SerializeField] private PlayerController playerController;
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[SerializeField] private ShootAnimation gunAnimation;
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[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;
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[Header("Gun Settings")]
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[SerializeField] GameObject gunRotation;
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[SerializeField] float rotationMultiplier = 0.1f;
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private void Start()
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{
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lastPos = this.transform.position;
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@@ -50,6 +59,7 @@ public class Headbob : NetworkBehaviour
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{
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checkDist = currentDist + dist;
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}
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gunAnimation.gunSideSwey(getSin(amplitude, stepFrequency/2, checkDist),playerController.inputDirection.magnitude);
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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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@@ -8,15 +8,16 @@ using Mirror;
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public class PlayerController : NetworkBehaviour
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{
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[SerializeField] private AimDownSights ADSContoller;
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[Header("Movement")]
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[SerializeField] private float walkSpeed = 6.0f;
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[SerializeField] private float sprintSpeed = 10.0f;
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[SerializeField] private float aimWalkSpeed = 3.0f;
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[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;
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private Vector3 inputDirection = Vector3.zero;
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public Vector3 inputDirection = Vector3.zero;
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private Vector3 moveDirection;
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[Header("Ground Check")]
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@@ -100,15 +101,15 @@ public class PlayerController : NetworkBehaviour
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{
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if (Input.GetAxisRaw("Sprint") > 0 && isGrounded)
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if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !ADSContoller.isAiming)
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{
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//Debug.Log("Sprint");
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movementSpeed = sprintSpeed;
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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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if(ADSContoller.isAiming) movementSpeed = aimWalkSpeed;
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else movementSpeed = walkSpeed;
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isSprinting = false;
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}
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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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private float fullPitch = 0f;
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public float fullPitch = 0f;
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private float cameraPitch = 0f;
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private float neckPitch = 0f;
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private float velocityY = 0.0f;
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@@ -22,13 +22,26 @@ public class ShootAnimation : MonoBehaviour
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[SerializeField] float positionMultZ = 25f;
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[Header("Rotation Settings")]
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[SerializeField] PlayerMouseLook playerMouseLook;
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[SerializeField] float cameraRecoilX = 0.1f;
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[SerializeField] float cameraRecoilY = 0.1f;
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[SerializeField] bool rotX = true;
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[SerializeField] float rotationMultX = 25f;
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[SerializeField] float rotationOffsetX = 0.1f;
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[SerializeField] bool rotY = true;
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[SerializeField] float rotationMultY = 25f;
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[SerializeField] bool rotZ = true;
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[SerializeField] float rotationMultZ = 15f;
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[Header("Swey Settings")]
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[SerializeField] AimDownSights ADSController;
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[SerializeField] bool sideSwey = true;
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[SerializeField] float sweyMult = 15f;
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[SerializeField] float sweyWhileAim = 0.1f;
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float swey = 0f;
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[SerializeField] float returnForce = 0.006f;
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@@ -59,11 +72,20 @@ public class ShootAnimation : MonoBehaviour
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{
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//Play the animation
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anim.Play("Shoot");
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playerMouseLook.fullPitch -= cameraRecoilX * Mathf.PerlinNoise(Time.time * 3f + 10f, 1f);
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transform.Rotate(Vector3.up * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * cameraRecoilY);
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//Add force for the recoil
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recoilCounter++;
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}
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public void gunSideSwey(float sinVal,float moveInput)
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{
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swey = (sweyMult * sinVal * moveInput * 0.7f
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+ 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);
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}
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void FixedUpdate()
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{
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@@ -93,9 +115,12 @@ public class ShootAnimation : MonoBehaviour
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//Position recoil
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if (positionRecoil)
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{
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int sideLock = 0;
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if (sideSwey) sideLock = 1;
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gunPositionObj.transform.localPosition = startPos + new Vector3(
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positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f),
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positionMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 20f, 2f) - 0.5f) * 2f),
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positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) + sideLock * swey,
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positionMultY * zOffset * Mathf.PerlinNoise(Time.time * 2f + 20f, 2f),
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positionMultZ* zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 3f) - 0.5f) * 2f));
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}
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else
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@@ -109,13 +134,15 @@ public class ShootAnimation : MonoBehaviour
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int xLock = 0;
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int yLock = 0;
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int zLock = 0;
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if (rotX) xLock = 1;
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if (rotY) yLock = 1;
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if (rotZ) zLock = 1;
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gunRotationObj.transform.localRotation = Quaternion.Euler(
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startRot.x + xLock * rotationMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 4f) - 0.5f) * 2f),
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startRot.x + xLock * rotationMultX * zOffset * Mathf.PerlinNoise(Time.time * 3f + 30f, 4f),
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startRot.y + yLock * rotationMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 10f, 3f) - 0.5f) * 2f),
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startRot.z + zLock * rotationMultZ * zOffset * ((Mathf.PerlinNoise(Time.time * 1.5f, 2f) - 0.5f) * 2f));
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}
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