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Oh Shit
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70
Assets/Scripts/Player/Headbob.cs
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70
Assets/Scripts/Player/Headbob.cs
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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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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 float posCheckDistance = 0.01f;
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[SerializeField] private float checkDist = 0.0f;
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private float currentDist = 0;
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[Header("Step Settings")]
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[SerializeField] private float stepAmplitudeWalking;
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[SerializeField] private float stepAmplitudeSprinting;
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[SerializeField] [Range(0.01f, 10.0f)] private float stepFrequency;
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[SerializeField] private Transform Neck;
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private Vector3 startPos;
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private Vector3 lastPos;
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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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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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{
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float amplitude;
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if (playerController.isGrounded)
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{
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lerpVal = 0;
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float dist = Vector3.Distance(lastPos, this.transform.position);
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if (playerController.isSprinting)
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amplitude = stepAmplitudeSprinting;
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else
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amplitude = stepAmplitudeWalking;
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if (dist > posCheckDistance)
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{
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currentDist += dist;
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lastPos = this.transform.position;
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}
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else
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{
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checkDist = currentDist + dist;
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}
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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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else
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{
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Neck.localPosition = startPos;
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}
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}
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private float getSin(float multiplier, float devisor,float x)
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{
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return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor);
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}
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}
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