mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
307 lines
10 KiB
C#
307 lines
10 KiB
C#
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 ProcedualAnimationController : NetworkBehaviour
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{
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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] private float stepFrequency;
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private float checkDist = 0f;
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private float stepDistance = 1;
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private float stepSin;
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float moveSoftStart = 0;
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Vector3 lastPos = Vector3.zero;
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float posCheckDistance = 0.01f;
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float currentDist = 0;
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float f = 0f;
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[SerializeField] private PlayerController playerController;
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[Header("GameObjects")]
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[SerializeField] private float currentCameraRecoilX = 0f;
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[SerializeField] private float currentCameraRecoilY = 0f;
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[Header("GameObjects")]
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[SerializeField] private GameObject gun; // The gun object with the animator on it.
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[SerializeField] private GameObject gunHolder;
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[Header("General Settings")]
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[SerializeField] bool positionRecoil = true;
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[SerializeField] bool rotationRecoil = true;
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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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[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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[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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[Header("Swey Settings")]
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[SerializeField] bool sideSwey = true;
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[SerializeField] float sweyMultX = 15f;
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[SerializeField] float sweyMultY = 15f;
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[SerializeField] float sweyMultZ = 15f;
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[SerializeField] float sweyWhileAim = 0.1f;
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float swey = 0f;
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[Header("External Settings")]
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[SerializeField] const int externalPositionVectorsNum = 1;
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private Vector3[] externalPositionVectors = new Vector3[externalPositionVectorsNum];
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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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private Animator gunAnimator;
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Vector3 startPos, startRot;
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float recoilOffset = 0f;
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float zOffset = 0f;
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float zVelocity = 0f;
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int recoilCounter = 0;
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[Header("Aiming Settings")]
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[SerializeField] float aimSpeed = 0.01f;
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[Range(0, 1)] public float aimVal = 0;
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[SerializeField] GameObject AimPoint;
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[SerializeField] GameObject HoldPoint;
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public bool isAiming = false;
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Vector3[] positionMod = new Vector3[3];
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public Quaternion[] rotationMod = new Quaternion[3];
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public void OnSwitchWeapon(float fireRate)
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{
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if (isLocalPlayer)
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{
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//gun = newGun;
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gunAnimator = gun.GetComponent<Animator>();
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gunAnimator.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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public void Recoil(float force)
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{
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if (isLocalPlayer)
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{
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//Play the animation
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gunAnimator.Play("Shoot");
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//Add force for the recoil
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//currentCameraRecoilX -= weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1);
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//playerMouseLook = Mathf.SmoothDamp(playerMouseLook.fullPitch, playerMouseLook.fullPitch - weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1),ref f,0.01f);
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CmdRecoil();
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}
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}
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[Command]
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private void CmdRecoil()
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{
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recoilCounter++;
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playerMouseLook.fullPitch -= weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1);
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transform.Rotate(Vector3.up * weightedPerlinNoise(cameraRecoilY, 1f, Time.time, 1f, -0.5f));
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}
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[Command]
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private void CmdAim(bool input)
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{
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if (input) isAiming = true;
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else isAiming = false;
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}
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void Update()
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{
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if (isLocalPlayer)
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{
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CmdAim(Input.GetButton("Aim"));
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}
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/*-----Aiming-----*/
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}
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private void FixedUpdate()
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{
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if (isServer)
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{
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positionMod = new Vector3[3];
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rotationMod = new Quaternion[3];
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/*-----Recoil-----*/
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calcRecoilOffset();
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/*-----Position Recoil-----*/
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PositionRecoil();
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/*-----Rotation Recoil-----*/
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RotationRecoil();
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/*-----Step Swey-----*/
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calcStepSin();
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SideStep();
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/*-----Aiming-----*/
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AimDownSights();
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/*-----Apply Gun Position-----*/
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Vector3 totalPosition = Vector3.zero;
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for (int i = 0; i < positionMod.Length; i++)
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{
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if (positionMod[i] != null)
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totalPosition += positionMod[i];
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}
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/*-----Apply Gun Rotation-----*/
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Quaternion totalRotation = Quaternion.identity;
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for (int i = 0; i < rotationMod.Length; i++)
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{
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totalRotation *= rotationMod[i];
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}
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//gunHolder.transform.localPosition = positionMod[2];
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gunHolder.transform.localPosition = totalPosition;
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//gunHolder.transform.localRotation = totalRotation;
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gunHolder.transform.localRotation = rotationMod[0];
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}
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}
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void RotationRecoil()
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{
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/*-----Rotation Recoil-----*/
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if (rotationRecoil)
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{
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float deltaX = 100f * rotationMultX * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 1f);
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float deltaY = 100f * rotationMultY * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 1f, -0.5f);
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float deltaZ = 100f * rotationMultZ * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 1f, -0.5f);
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rotationMod[0] = Quaternion.Euler(deltaX, deltaY, deltaZ);
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}
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}
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void PositionRecoil()
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{
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if (positionRecoil)
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{
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float deltaX = -positionMultX * weightedPerlinNoise(recoilOffset, 0.7f, Time.time, 1f, -0.5f);
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float deltaY = -positionMultY * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 2f);
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float deltaZ = positionMultZ * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 3f);
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positionMod[0] = new Vector3(deltaX, deltaY, deltaZ);
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}
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}
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void AimDownSights()
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{
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aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isAiming);
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positionMod[2] = Vector3.Lerp(HoldPoint.transform.localPosition, AimPoint.transform.localPosition, Mathf.Pow(aimVal, 1.3f));
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}
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void calcRecoilOffset()
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{
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for (int i = 0; i < recoilCounter; i++)
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{
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zVelocity -= weightedPerlinNoise(impulsForce, 0.1f, i, 1f);
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}
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recoilCounter = 0;
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recoilOffset += zVelocity;
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zVelocity = 0;
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if (recoilOffset > 0)
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recoilOffset = 0f;
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else if (recoilOffset < 0)
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zVelocity += weightedPerlinNoise(returnForce, 0.1f, Time.time, 1f);
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recoilOffset = Mathf.Clamp(recoilOffset, -weightedPerlinNoise(maxRecoil, 0.5f, Time.time * 1000, 1f), 0);
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}
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void calcStepSin()
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{
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float amplitude;
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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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stepSin = ezSin(stepAmplitudeWalking, stepFrequency, currentDist);
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}
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void SideStep()
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{
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if (sideSwey)
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{
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//To start and end the sweying motion softly
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moveSoftStart = gravityValue(moveSoftStart, 0.1f, 0.03f, 1f, 0f, playerController.isMoving() && playerController.isGrounded);
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if (playerController.isMoving())
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{
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float deltaX = sweyMultX * moveSoftStart * Mathf.Clamp(Vector3.Magnitude(playerController.velocity), 0, 1) * weightedPerlinNoise(stepSin, 0.3f, Time.time, 10f, 0.5f) * Mathf.Clamp((1 - aimVal) * (1 - aimVal), sweyWhileAim, 1f);
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float deltaY = sweyMultY * moveSoftStart * Mathf.Clamp(Vector3.Magnitude(playerController.velocity), 0, 1) * weightedPerlinNoise(stepSin, 0.7f, Time.time, 20f, -0.5f) * Mathf.Clamp((1 - aimVal) * (1 - aimVal), sweyWhileAim, 1f);
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float deltaZ = sweyMultZ * moveSoftStart * Mathf.Clamp(Vector3.Magnitude(playerController.velocity), 0, 1) * weightedPerlinNoise(stepSin, 0.3f, Time.time, 30f, 0.5f) * Mathf.Clamp((1 - aimVal) * (1 - aimVal), sweyWhileAim, 1f);
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positionMod[1] = new Vector3(deltaX, deltaY, deltaZ);
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}
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}
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}
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/*-----Helper Methods-----*/
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float gravityValue(float curretnValue, float rateOfChange, float maxValue, float minValue, bool add)
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{
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// The currentValue will be advanced or reduced by the rateOfChange depending on the add boolean. But only in the specified range.
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// Usage: val = gravityValue(val, 0.01f, 1, 0, true);
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float value = curretnValue;
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if (add) value += rateOfChange;
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else value -= rateOfChange;
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return Mathf.Clamp(value, minValue, maxValue);
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}
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float weightedPerlinNoise(float value, float weight, float pX, float pY, float offset = 0f)
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{
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return value * (1f - weight) + value * weight * (Mathf.PerlinNoise(pX, pY) + offset);
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}
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float gravityValue(float curretnValue, float rateOfChangePos, float rateOfChangeNeg, float maxValue, float minValue, bool add)
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{
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// The currentValue will be advanced by the rateOfChangePos and reduced by the rateOfChangeNeg depending on the add boolean. But only in the specified range.
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// Usage: val = gravityValue(val, 0.01f, 0.05f, 1, 0, true);
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float value = curretnValue;
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if (add) value += rateOfChangePos;
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else value -= rateOfChangeNeg;
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return Mathf.Clamp(value, minValue, maxValue);
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}
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private float ezSin(float amplitude, float frequency, float x)
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{
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// Simplification of the sin function.
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return amplitude * Mathf.Sin((x / 3.1831f) * 10 * frequency);
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}
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}
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