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https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
Full Recoil animation
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@@ -23,8 +23,6 @@ public class Shoot : NetworkBehaviour
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{
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if (Input.GetKeyDown(KeyCode.Mouse0))
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{
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//CmdFireBullet();
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//RpcOnFire();
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CmdFireBullet();
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}
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}
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@@ -55,7 +53,6 @@ public class Shoot : NetworkBehaviour
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// This code will be executed on the Client.
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void shootAnimation()
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{
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//shootAnim.StartShootAnimation(fireRate);
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shootAnim.recoil(gunHoldPos,0.1f);
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}
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}
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@@ -4,34 +4,63 @@ using UnityEngine;
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public class ShootAnimation : MonoBehaviour
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{
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private Animator anim;
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[SerializeField] private GameObject gun;
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private Transform startTransform;
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Vector3 startPos;
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Vector3 startRot;
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[SerializeField] float zOffset = 0f;
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[SerializeField] float returnForce = 0.06f;
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[SerializeField] float impulsForce = 0.2f;
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[SerializeField] float maxRecoil = 0.5f;
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private int recoilCounter = 0;
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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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[Header("Settings")]
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[SerializeField] bool positionRecoil = true;
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[SerializeField] bool rotationRecoil = true;
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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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[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;
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[SerializeField] float maxRecoil = 0.1f;
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private Animator anim;
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Vector3 startPos,startRot;
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float zOffset = 0f;
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float zVelocity = 0f;
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int recoilCounter = 0;
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//Has to be called once at the beginning and then again when switching guns
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public void OnSwitchWeapon(float fireRate)
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{
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//gun = newGun;
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anim = gun.GetComponent<Animator>();
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anim.SetFloat("ShootSpeed",1f/(60f/fireRate));
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startPos = gun.transform.localPosition;
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startRot = gun.transform.localRotation.eulerAngles;
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startPos = gunPositionObj.transform.localPosition;
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startRot = gunRotationObj.transform.localRotation.eulerAngles;
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}
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public void recoil(GameObject gun, float force)
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{
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//Play the animation
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anim.Play("Shoot");
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//Add force for the recoil
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recoilCounter++;
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}
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@@ -58,8 +87,43 @@ public class ShootAnimation : MonoBehaviour
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zVelocity += returnForce * 0.9f + returnForce * 0.1f * Mathf.PerlinNoise(Time.time,1f);
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}
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zOffset = Mathf.Clamp(zOffset,-maxRecoil * 0.5f + -maxRecoil * 0.5f * Mathf.PerlinNoise(Time.time * 1000,1),0);
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gun.transform.localPosition = startPos + new Vector3(0,0,zOffset);
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gun.transform.localRotation = Quaternion.Euler(startRot.x,startRot.y,startRot.z + zOffset * 50f);
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zOffset = Mathf.Clamp(zOffset,-maxRecoil * 0.5f + -maxRecoil * 0.5f * Mathf.PerlinNoise(Time.time * 1000,1),0);
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//Position recoil
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if (positionRecoil)
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{
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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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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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{
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gunPositionObj.transform.localPosition = startPos;
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}
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//Rotation recoil
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if (rotationRecoil)
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{
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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.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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else
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{
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gunRotationObj.transform.localRotation = Quaternion.Euler(startRot.x, startRot.y, startRot.z);
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}
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}
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}
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