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-public class AimDownSights : MonoBehaviour -{ - [SerializeField] float aimSpeed = 0.01f; - [SerializeField][Range(0,1)] public float aimVal = 0; - [SerializeField] private GameObject gun; - [SerializeField] GameObject AimPoint; - [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)) ; - } -} diff --git a/Assets/Scripts/Player/AimDownSights.cs.meta b/Assets/Scripts/Player/AimDownSights.cs.meta deleted file mode 100644 index 6277c4c..0000000 --- a/Assets/Scripts/Player/AimDownSights.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 916f2d37f60a91149bbca3280a1b69ec -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Player/Headbob.cs b/Assets/Scripts/Player/Headbob.cs deleted file mode 100644 index 49cd66c..0000000 --- a/Assets/Scripts/Player/Headbob.cs +++ /dev/null @@ -1,78 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using Mirror; -public class Headbob : NetworkBehaviour -{ - [SerializeField] private PlayerController playerController; - [SerializeField] private ShootAnimation gunAnimation; - - - [SerializeField] private float posCheckDistance = 0.01f; - [SerializeField] private float checkDist = 0.0f; - private float currentDist = 0; - - [Header("Step Settings")] - [SerializeField] private float stepAmplitudeWalking; - [SerializeField] private float stepAmplitudeSprinting; - [SerializeField] [Range(0.01f, 10.0f)] private float stepFrequency; - [SerializeField] private Transform Neck; - - private Vector3 lastPos; - private Vector3 startPos; - private Vector3 newPos; - private float oldDist = 0; - private float lerpVal = 0; - - - [Header("Gun Settings")] - [SerializeField] GameObject gunRotation; - [SerializeField] float rotationMultiplier = 0.1f; - - - - private void Start() - { - lastPos = this.transform.position; - //startPos = this.transform.position; - } - - private void Update() - { - - float amplitude; - if (playerController.isGrounded) - { - lerpVal = 0; - float dist = Vector3.Distance(lastPos, this.transform.position); - if (playerController.isSprinting) - amplitude = stepAmplitudeSprinting; - else - amplitude = stepAmplitudeWalking; - - if (dist > posCheckDistance) - { - currentDist += dist; - lastPos = this.transform.position; - } - else - { - 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; - } - else - { - Neck.localPosition = Vector3.zero; - } - - } - - private float getSin(float multiplier, float devisor,float x) - { - return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor); - } - -} diff --git a/Assets/Scripts/Player/Headbob.cs.meta b/Assets/Scripts/Player/Headbob.cs.meta deleted file mode 100644 index 819e65e..0000000 --- a/Assets/Scripts/Player/Headbob.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4db7caf602ce379408a59c8722e06e46 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerColor.cs b/Assets/Scripts/Player/PlayerColor.cs deleted file mode 100644 index 9a2a7c0..0000000 --- a/Assets/Scripts/Player/PlayerColor.cs +++ /dev/null @@ -1,28 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using Mirror; - -public class PlayerColor : NetworkBehaviour -{ - [SyncVar(hook = "SetColor")] - public Color color; - public Renderer renderer; - - void SetColor(Color oldColor, Color newColor) - { - if (color == null) - { - color = renderer.material.color; - } - - renderer.material.color = newColor; - color = newColor; - - } - - public override void OnStartClient() - { - renderer.material.color = color; - } -} diff --git a/Assets/Scripts/Player/PlayerColor.cs.meta b/Assets/Scripts/Player/PlayerColor.cs.meta deleted file mode 100644 index 609002b..0000000 --- a/Assets/Scripts/Player/PlayerColor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 00dc60b61b501f2419e2abd7158be5f8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs index 90f64c9..f58c4c0 100644 --- a/Assets/Scripts/Player/PlayerController.cs +++ b/Assets/Scripts/Player/PlayerController.cs @@ -10,10 +10,11 @@ public class PlayerController : NetworkBehaviour { [SerializeField] private ProcedualAnimationController procedualAnimationController; [Header("Movement")] - [SerializeField] private float walkSpeed = 6.0f; - [SerializeField] private float sprintSpeed = 10.0f; + [SerializeField] private float walkSpeed = 5.0f; + [SerializeField] private float sprintSpeed = 7.0f; [SerializeField] private float aimWalkSpeed = 3.0f; [SerializeField] private float fallDamageSpeed = 10.0f; + [SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f; [SerializeField] float gravity = -10.0f; @@ -31,13 +32,14 @@ public class PlayerController : NetworkBehaviour public bool isGrounded; public bool isSprinting; - private float movementSpeed; + public float currentMaxSpeed = 5.0f; private float velocityY = 0.0f; private CharacterController controller; - private Vector3 currentDir = Vector3.zero; + public Vector3 currentDir = Vector3.zero; private Vector3 currentDirVelocity = Vector3.zero; public Vector3 velocity = Vector3.zero; + public Vector3 localVelocity = Vector3.zero; private Vector3 refVelocity = Vector3.zero; @@ -108,14 +110,14 @@ public class PlayerController : NetworkBehaviour if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming) { - movementSpeed = sprintSpeed; + currentMaxSpeed = sprintSpeed; isSprinting = true; } else { - if(procedualAnimationController.isAiming) movementSpeed = aimWalkSpeed; - else movementSpeed = walkSpeed; + if(procedualAnimationController.isAiming) currentMaxSpeed = aimWalkSpeed; + else currentMaxSpeed = walkSpeed; isSprinting = false; } @@ -159,8 +161,8 @@ public class PlayerController : NetworkBehaviour moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z); currentDir = moveDirection; } - - velocity = Vector3.SmoothDamp(velocity, currentDir * movementSpeed + new Vector3(0, velocityY, 0),ref refVelocity,0.01f); + velocity = Vector3.SmoothDamp(velocity, currentDir * currentMaxSpeed + new Vector3(0, velocityY, 0),ref refVelocity,moveSmoothTime); + localVelocity = transform.InverseTransformDirection(velocity); controller.Move(velocity * Time.deltaTime); //transform.position += velocity * Time.deltaTime; } diff --git a/Assets/Scripts/Player/ProcedualAnimationController.cs b/Assets/Scripts/Player/ProcedualAnimationController.cs index 8f31f9e..ffe0ae4 100644 --- a/Assets/Scripts/Player/ProcedualAnimationController.cs +++ b/Assets/Scripts/Player/ProcedualAnimationController.cs @@ -5,6 +5,14 @@ using Mirror; public class ProcedualAnimationController : NetworkBehaviour { + [Header("Hand Settings")] + [SerializeField] private Transform rightHandREF; + [SerializeField] private Transform leftHandREF; + [SerializeField] private Transform gunRightHandREF; + [SerializeField] private Transform gunLeftHandREF; + [SerializeField] private Vector3 defaultRightHandPosition = Vector3.zero; + [SerializeField] private Vector3 defaultLeftHandPosition = Vector3.zero; + [Header("Step Settings")] [SerializeField] private float stepAmplitudeWalking; @@ -75,6 +83,7 @@ public class ProcedualAnimationController : NetworkBehaviour [SerializeField] float maxRecoil = 0.1f; private Animator gunAnimator; + [SerializeField] private Animator playerAnimator; Vector3 startPos, startRot; float recoilOffset = 0f; @@ -93,7 +102,33 @@ public class ProcedualAnimationController : NetworkBehaviour Vector3[] positionMod = new Vector3[3]; public Quaternion[] rotationMod = new Quaternion[3]; + public void walkAnimation() + { + playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed); + playerAnimator.SetFloat("y", playerController.localVelocity.z / playerController.currentMaxSpeed); + } + public void handPositioning() + { + if (gunRightHandREF != null) + { + rightHandREF.position = gunRightHandREF.position; + rightHandREF.rotation = gunRightHandREF.rotation; + } + else + { + rightHandREF.position = defaultRightHandPosition; + } + if (gunLeftHandREF != null) + { + leftHandREF.position = gunLeftHandREF.position; + leftHandREF.rotation = gunLeftHandREF.rotation; + } + else + { + leftHandREF.position = defaultLeftHandPosition; + } + } public void OnSwitchWeapon(GameObject currentWeapon) { if (isLocalPlayer) { @@ -135,6 +170,8 @@ public class ProcedualAnimationController : NetworkBehaviour { if (isLocalPlayer) { + walkAnimation(); + handPositioning(); CmdAim(Input.GetButton("Aim")); } /*-----Aiming-----*/ diff --git a/Assets/Scripts/Weapons/ShootAnimation.cs b/Assets/Scripts/Weapons/ShootAnimation.cs deleted file mode 100644 index 1c414e3..0000000 --- a/Assets/Scripts/Weapons/ShootAnimation.cs +++ /dev/null @@ -1,156 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ShootAnimation : MonoBehaviour -{ - - [Header("GameObjects")] - [SerializeField] private GameObject gun; - [SerializeField] private GameObject gunHolder; - [SerializeField] private GameObject gunPositionObj; - [SerializeField] private GameObject gunRotationObj; - - - [Header("Settings")] - [SerializeField] bool positionRecoil = true; - [SerializeField] bool rotationRecoil = true; - - [Header("Position Settings")] - [SerializeField] float positionMultX = 25f; - [SerializeField] float positionMultY = 25f; - [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; - [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(); - anim.SetFloat("ShootSpeed",1f/(60f/fireRate)); - startPos = gunPositionObj.transform.localPosition; - startRot = gunRotationObj.transform.localRotation.eulerAngles; - } - - - public void recoil(float force) - { - //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() - { - //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; - } - 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) - { - 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) + sideLock * swey, - positionMultY * zOffset * Mathf.PerlinNoise(Time.time * 2f + 20f, 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), - 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); - } - - - } -} diff --git a/Assets/Scripts/Weapons/ShootAnimation.cs.meta b/Assets/Scripts/Weapons/ShootAnimation.cs.meta deleted file mode 100644 index 825b949..0000000 --- a/Assets/Scripts/Weapons/ShootAnimation.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b366149a1bdd3ad4884ac2afe0fe11a1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: