mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-11-01 05:52:30 +01:00
66 lines
1.8 KiB
C#
66 lines
1.8 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class ShootAnimation : MonoBehaviour
|
|
{
|
|
private Animator anim;
|
|
[SerializeField] private GameObject gun;
|
|
private Transform startTransform;
|
|
Vector3 startPos;
|
|
Vector3 startRot;
|
|
[SerializeField] float zOffset = 0f;
|
|
[SerializeField] float returnForce = 0.06f;
|
|
[SerializeField] float impulsForce = 0.2f;
|
|
[SerializeField] float maxRecoil = 0.5f;
|
|
private int recoilCounter = 0;
|
|
|
|
float zVelocity = 0f;
|
|
|
|
|
|
public void OnSwitchWeapon(float fireRate)
|
|
{
|
|
//gun = newGun;
|
|
anim = gun.GetComponent<Animator>();
|
|
anim.SetFloat("ShootSpeed",1f/(60f/fireRate));
|
|
startPos = gun.transform.localPosition;
|
|
startRot = gun.transform.localRotation.eulerAngles;
|
|
|
|
}
|
|
|
|
|
|
public void recoil(GameObject gun, float force)
|
|
{
|
|
anim.Play("Shoot");
|
|
recoilCounter++;
|
|
}
|
|
|
|
|
|
void FixedUpdate()
|
|
{
|
|
//Apply recoil based on the number of shots fired
|
|
for (int i = 0; i < recoilCounter; i++)
|
|
{
|
|
zVelocity -= impulsForce * 0.9f + impulsForce * 0.1f * Mathf.PerlinNoise(i,1f);
|
|
}
|
|
recoilCounter = 0;
|
|
|
|
|
|
zOffset += zVelocity;
|
|
|
|
if (zOffset > 0)
|
|
{
|
|
zOffset = 0f;
|
|
zVelocity = 0f;
|
|
}
|
|
else if (zOffset < 0)
|
|
{
|
|
zVelocity += returnForce * 0.9f + returnForce * 0.1f * Mathf.PerlinNoise(Time.time,1f);
|
|
|
|
}
|
|
zOffset = Mathf.Clamp(zOffset,-maxRecoil * 0.5f + -maxRecoil * 0.5f * Mathf.PerlinNoise(Time.time * 1000,1),0);
|
|
gun.transform.localPosition = startPos + new Vector3(0,0,zOffset);
|
|
gun.transform.localRotation = Quaternion.Euler(startRot.x,startRot.y,startRot.z + zOffset * 50f);
|
|
}
|
|
}
|