mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Merge branch 'main' into weapons-without-scriptableobjects
This commit is contained in:
8
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193
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67
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Normal file
67
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Assets/Prefabs/Player.meta
Normal file
8
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@@ -18,12 +18,14 @@ public class Headbob : NetworkBehaviour
|
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[SerializeField] private Transform Neck;
|
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|
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private Vector3 lastPos;
|
||||
private Vector3 startPos;
|
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private Vector3 newPos;
|
||||
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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//startPos = this.transform.position;
|
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}
|
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|
||||
private void Update()
|
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@@ -53,19 +55,7 @@ public class Headbob : NetworkBehaviour
|
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}
|
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else
|
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{
|
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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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Neck.localPosition = Vector3.zero;
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}
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}
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@@ -102,7 +102,7 @@ public class PlayerController : NetworkBehaviour
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if (Input.GetAxisRaw("Sprint") > 0 && isGrounded)
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{
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Debug.Log("Sprint");
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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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@@ -115,11 +115,11 @@ public class PlayerController : NetworkBehaviour
|
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//Grounded
|
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if (velocityY < 0)
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{
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velocityY += gravity * Time.deltaTime;
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velocityY += gravity * 0.9f * Time.deltaTime;
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}
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else
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{
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velocityY += gravity * 1.0f * Time.deltaTime;
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velocityY += gravity* Time.deltaTime;
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}
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if (isGrounded && velocityY < 0)
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velocityY = 0.0f;
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@@ -76,7 +76,7 @@ public class PlayerMouseLook : NetworkBehaviour
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}
|
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playerCamera.position = playerNeck.position;
|
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playerCamera.position += playerNeck.up * neckLength;
|
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|
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|
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transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
|
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}
|
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|
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|
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129
Assets/Scripts/Weapons/ShootAnimation.cs
Normal file
129
Assets/Scripts/Weapons/ShootAnimation.cs
Normal file
@@ -0,0 +1,129 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public class ShootAnimation : MonoBehaviour
|
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{
|
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|
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[Header("GameObjects")]
|
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[SerializeField] private GameObject gun;
|
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[SerializeField] private GameObject gunHolder;
|
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[SerializeField] private GameObject gunPositionObj;
|
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[SerializeField] private GameObject gunRotationObj;
|
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|
||||
|
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[Header("Settings")]
|
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[SerializeField] bool positionRecoil = true;
|
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[SerializeField] bool rotationRecoil = true;
|
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|
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[Header("Position Settings")]
|
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[SerializeField] float positionMultX = 25f;
|
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[SerializeField] float positionMultY = 25f;
|
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[SerializeField] float positionMultZ = 25f;
|
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|
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[Header("Rotation Settings")]
|
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[SerializeField] bool rotX = true;
|
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[SerializeField] float rotationMultX = 25f;
|
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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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|
||||
|
||||
|
||||
[SerializeField] float returnForce = 0.006f;
|
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[SerializeField] float impulsForce = 0.025f;
|
||||
[SerializeField] float maxRecoil = 0.1f;
|
||||
|
||||
private Animator anim;
|
||||
|
||||
Vector3 startPos,startRot;
|
||||
|
||||
float zOffset = 0f;
|
||||
float zVelocity = 0f;
|
||||
|
||||
int recoilCounter = 0;
|
||||
|
||||
//Has to be called once at the beginning and then again when switching guns
|
||||
public void OnSwitchWeapon(float fireRate)
|
||||
{
|
||||
//gun = newGun;
|
||||
anim = gun.GetComponent<Animator>();
|
||||
anim.SetFloat("ShootSpeed",1f/(60f/fireRate));
|
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startPos = gunPositionObj.transform.localPosition;
|
||||
startRot = gunRotationObj.transform.localRotation.eulerAngles;
|
||||
}
|
||||
|
||||
|
||||
public void recoil(GameObject gun, float force)
|
||||
{
|
||||
//Play the animation
|
||||
anim.Play("Shoot");
|
||||
|
||||
//Add force for the recoil
|
||||
recoilCounter++;
|
||||
}
|
||||
|
||||
|
||||
void FixedUpdate()
|
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{
|
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//Apply recoil based on the number of shots fired
|
||||
for (int i = 0; i < recoilCounter; i++)
|
||||
{
|
||||
zVelocity -= impulsForce * 0.9f + impulsForce * 0.1f * Mathf.PerlinNoise(i,1f);
|
||||
}
|
||||
recoilCounter = 0;
|
||||
|
||||
|
||||
zOffset += zVelocity;
|
||||
|
||||
if (zOffset > 0)
|
||||
{
|
||||
zOffset = 0f;
|
||||
zVelocity = 0f;
|
||||
}
|
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else if (zOffset < 0)
|
||||
{
|
||||
zVelocity += returnForce * 0.9f + returnForce * 0.1f * Mathf.PerlinNoise(Time.time,1f);
|
||||
|
||||
}
|
||||
|
||||
zOffset = Mathf.Clamp(zOffset,-maxRecoil * 0.5f + -maxRecoil * 0.5f * Mathf.PerlinNoise(Time.time * 1000,1),0);
|
||||
|
||||
//Position recoil
|
||||
if (positionRecoil)
|
||||
{
|
||||
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),
|
||||
positionMultZ* zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 3f) - 0.5f) * 2f));
|
||||
}
|
||||
else
|
||||
{
|
||||
gunPositionObj.transform.localPosition = startPos;
|
||||
}
|
||||
|
||||
//Rotation recoil
|
||||
if (rotationRecoil)
|
||||
{
|
||||
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.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));
|
||||
}
|
||||
else
|
||||
{
|
||||
gunRotationObj.transform.localRotation = Quaternion.Euler(startRot.x, startRot.y, startRot.z);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Weapons/ShootAnimation.cs.meta
Normal file
11
Assets/Scripts/Weapons/ShootAnimation.cs.meta
Normal file
@@ -0,0 +1,11 @@
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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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Reference in New Issue
Block a user