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private Animator anim; - [SerializeField] private GameObject gun; - private Transform startTransform; - Vector3 startPos; - Vector3 startRot; - [SerializeField] float zOffset = 0f; - [SerializeField] float returnForce = 0.06f; - [SerializeField] float impulsForce = 0.2f; - [SerializeField] float maxRecoil = 0.5f; - private int recoilCounter = 0; + [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] bool rotX = true; + [SerializeField] float rotationMultX = 25f; + [SerializeField] bool rotY = true; + [SerializeField] float rotationMultY = 25f; + [SerializeField] bool rotZ = true; + [SerializeField] float rotationMultZ = 15f; + + + + [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 = gun.transform.localPosition; - startRot = gun.transform.localRotation.eulerAngles; - + 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++; } @@ -58,8 +87,43 @@ public class ShootAnimation : MonoBehaviour 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); - gun.transform.localPosition = startPos + new Vector3(0,0,zOffset); - gun.transform.localRotation = Quaternion.Euler(startRot.x,startRot.y,startRot.z + zOffset * 50f); + + 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); + } + + } } diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 880c687..1c728b9 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,10 +6,10 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedSceneGuid-0: - 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