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			161 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections;
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| using System.Collections.Generic;
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| using UnityEngine;
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| 
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| public class ShootAnimation : MonoBehaviour
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| {
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|     [Header("Step Settings")]
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|     [SerializeField] private float stepAmplitude;
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|     [SerializeField] private float stepFrequency;
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|      private float stepSin;
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| 
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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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|     
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| 
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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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| 
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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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| 
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|     [Header("Rotation Settings")]
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|     [SerializeField] PlayerMouseLook playerMouseLook;
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|     [SerializeField] float cameraRecoilX = 0.1f;
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|     [SerializeField] float cameraRecoilY = 0.1f;
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| 
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| 
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|     [SerializeField] bool rotX = true;
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|     [SerializeField] float rotationMultX = 25f;
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|     [SerializeField] float rotationOffsetX = 0.1f;
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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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| 
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|     [Header("Swey Settings")]
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|     [SerializeField] AimDownSights ADSController;
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|     [SerializeField] bool sideSwey = true;
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|     [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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| 
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| 
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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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| 
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|     private Animator anim;
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| 
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|     Vector3 startPos,startRot;
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| 
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|     float zOffset = 0f;
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|     float zVelocity = 0f;
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| 
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|     int recoilCounter = 0;
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| 
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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 = gunPositionObj.transform.localPosition;
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|         startRot = gunRotationObj.transform.localRotation.eulerAngles;
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|     }
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| 
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| 
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|     public void recoil(float force)
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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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| 
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|     public void gunSideSwey(float sinVal,float moveInput) 
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|     {
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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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|     }
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| 
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| 
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|     void FixedUpdate()
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|     {
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|         //Apply recoil based on the number of shots fired
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|         for (int i = 0; i < recoilCounter; i++) 
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|         {
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|             zVelocity -= impulsForce * 0.9f + impulsForce * 0.1f  * Mathf.PerlinNoise(i,1f);
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|         }
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|         recoilCounter = 0;
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| 
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| 
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|         zOffset += zVelocity;
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| 
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|         if (zOffset > 0)
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|         {
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|             zOffset = 0f;
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|             zVelocity = 0f;
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|         }
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|         else if (zOffset < 0)
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|         {
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|             zVelocity += returnForce * 0.9f + returnForce * 0.1f * Mathf.PerlinNoise(Time.time,1f);
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|             
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|         }
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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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| 
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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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| 
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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) + 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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|         {
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|             gunPositionObj.transform.localPosition = startPos;
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|         }
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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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|             
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| 
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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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|             
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| 
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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),
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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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|     }
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| }
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