mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Camera recoil
This commit is contained in:
@@ -286,7 +286,7 @@ Transform:
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minCameraAngle: -90
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gunAnimation: {fileID: 4276885029697240453}
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posCheckDistance: 1
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checkDist: 0
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stepAmplitudeWalking: 0.05
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stepAmplitudeSprinting: 0.07
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stepFrequency: 0.8
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@@ -932,18 +939,26 @@ MonoBehaviour:
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positionRecoil: 1
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rotationRecoil: 1
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positionMultX: 0.1
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positionMultY: 0.1
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positionMultX: 0.2
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positionMultY: 0.5
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positionMultZ: 1
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playerMouseLook: {fileID: 5630859218361338035}
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cameraRecoilX: 8
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cameraRecoilY: 4
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rotX: 1
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rotationMultX: 25
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rotationMultX: 60
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rotationOffsetX: 0.1
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rotY: 1
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rotationMultY: 25
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rotationMultY: 50
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rotZ: 1
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rotationMultZ: 15
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rotationMultZ: 100
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sideSwey: 1
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sweyMult: 1.2
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sweyWhileAim: 0.05
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returnForce: 0.006
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impulsForce: 0.025
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maxRecoil: 0.1
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maxRecoil: 0.25
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aimSpeed: 0.03
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aimSpeed: 0.09
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aimVal: 1
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gun: {fileID: 6522444664664986769}
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AimPoint: {fileID: 2992488853448454767}
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@@ -5,7 +5,7 @@ using UnityEngine;
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public class AimDownSights : MonoBehaviour
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{
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[SerializeField] float aimSpeed = 0.01f;
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[SerializeField][Range(0,1)] float aimVal = 0;
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[SerializeField][Range(0,1)] public float aimVal = 0;
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[SerializeField] private GameObject gun;
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[SerializeField] GameObject AimPoint;
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[SerializeField] GameObject HoldPoint;
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@@ -15,9 +15,8 @@ public class AimDownSights : MonoBehaviour
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return true;
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}
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private void Update()
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private void FixedUpdate()
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{
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Debug.Log(Input.GetButton("Aim"));
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if (Input.GetButton("Aim"))
|
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{
|
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isAiming = true;
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@@ -30,6 +29,6 @@ public class AimDownSights : MonoBehaviour
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||||
}
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||||
aimVal = Mathf.Clamp(aimVal,0,1);
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gun.transform.position = Vector3.Lerp(HoldPoint.transform.position, AimPoint.transform.position, aimVal);
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gun.transform.position = Vector3.Lerp(HoldPoint.transform.position, AimPoint.transform.position,Mathf.Pow(aimVal,1.3f)) ;
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}
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||||
}
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||||
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||||
@@ -5,6 +5,7 @@ using Mirror;
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||||
public class Headbob : NetworkBehaviour
|
||||
{
|
||||
[SerializeField] private PlayerController playerController;
|
||||
[SerializeField] private ShootAnimation gunAnimation;
|
||||
|
||||
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||||
[SerializeField] private float posCheckDistance = 0.01f;
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||||
@@ -22,6 +23,14 @@ public class Headbob : NetworkBehaviour
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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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[Header("Gun Settings")]
|
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[SerializeField] GameObject gunRotation;
|
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[SerializeField] float rotationMultiplier = 0.1f;
|
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|
||||
|
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private void Start()
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{
|
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lastPos = this.transform.position;
|
||||
@@ -50,6 +59,7 @@ public class Headbob : NetworkBehaviour
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -8,15 +8,16 @@ using Mirror;
|
||||
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private AimDownSights ADSContoller;
|
||||
[Header("Movement")]
|
||||
[SerializeField] private float walkSpeed = 6.0f;
|
||||
[SerializeField] private float sprintSpeed = 10.0f;
|
||||
[SerializeField] private float aimWalkSpeed = 3.0f;
|
||||
|
||||
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
|
||||
[SerializeField] float gravity = -10.0f;
|
||||
[SerializeField] private float jumpHeight;
|
||||
private Vector3 inputDirection = Vector3.zero;
|
||||
public Vector3 inputDirection = Vector3.zero;
|
||||
private Vector3 moveDirection;
|
||||
|
||||
[Header("Ground Check")]
|
||||
@@ -100,15 +101,15 @@ public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
|
||||
|
||||
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded)
|
||||
if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !ADSContoller.isAiming)
|
||||
{
|
||||
//Debug.Log("Sprint");
|
||||
movementSpeed = sprintSpeed;
|
||||
isSprinting = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
movementSpeed = walkSpeed;
|
||||
if(ADSContoller.isAiming) movementSpeed = aimWalkSpeed;
|
||||
else movementSpeed = walkSpeed;
|
||||
isSprinting = false;
|
||||
}
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@ public class PlayerMouseLook : NetworkBehaviour
|
||||
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
|
||||
[SerializeField] private bool lockCursor = true;
|
||||
|
||||
private float fullPitch = 0f;
|
||||
public float fullPitch = 0f;
|
||||
private float cameraPitch = 0f;
|
||||
private float neckPitch = 0f;
|
||||
private float velocityY = 0.0f;
|
||||
|
||||
@@ -22,13 +22,26 @@ public class ShootAnimation : MonoBehaviour
|
||||
[SerializeField] float positionMultZ = 25f;
|
||||
|
||||
[Header("Rotation Settings")]
|
||||
[SerializeField] PlayerMouseLook playerMouseLook;
|
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[SerializeField] float cameraRecoilX = 0.1f;
|
||||
[SerializeField] float cameraRecoilY = 0.1f;
|
||||
|
||||
|
||||
[SerializeField] bool rotX = true;
|
||||
[SerializeField] float rotationMultX = 25f;
|
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[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;
|
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[SerializeField] float sweyWhileAim = 0.1f;
|
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float swey = 0f;
|
||||
|
||||
|
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|
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[SerializeField] float returnForce = 0.006f;
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@@ -59,11 +72,20 @@ public class ShootAnimation : MonoBehaviour
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{
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//Play the animation
|
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anim.Play("Shoot");
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playerMouseLook.fullPitch -= cameraRecoilX * Mathf.PerlinNoise(Time.time * 3f + 10f, 1f);
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transform.Rotate(Vector3.up * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) * cameraRecoilY);
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//Add force for the recoil
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recoilCounter++;
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}
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public void gunSideSwey(float sinVal,float moveInput)
|
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{
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swey = (sweyMult * sinVal * moveInput * 0.7f
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+ 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);
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}
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void FixedUpdate()
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{
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@@ -93,9 +115,12 @@ public class ShootAnimation : MonoBehaviour
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//Position recoil
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if (positionRecoil)
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{
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int sideLock = 0;
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if (sideSwey) sideLock = 1;
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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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positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f) + sideLock * swey,
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positionMultY * zOffset * Mathf.PerlinNoise(Time.time * 2f + 20f, 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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@@ -110,12 +135,14 @@ public class ShootAnimation : MonoBehaviour
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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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Reference in New Issue
Block a user