Camera recoil

This commit is contained in:
juliuse98
2021-11-08 22:56:15 +01:00
parent df60a95c80
commit ea8394bd16
10 changed files with 368 additions and 216 deletions

View File

@@ -22,13 +22,26 @@ public class ShootAnimation : MonoBehaviour
[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;
@@ -59,11 +72,20 @@ public class ShootAnimation : MonoBehaviour
{
//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()
{
@@ -93,9 +115,12 @@ public class ShootAnimation : MonoBehaviour
//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),
positionMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 20f, 2f) - 0.5f) * 2f),
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
@@ -109,13 +134,15 @@ public class ShootAnimation : MonoBehaviour
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.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));
}