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			79 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.2 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 Headbob : NetworkBehaviour
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{
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    [SerializeField] private PlayerController playerController;
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    [SerializeField] private float posCheckDistance = 0.01f;
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    [SerializeField] private float checkDist = 0.0f;
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    private float currentDist = 0;
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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] [Range(0.01f, 10.0f)] private float stepFrequency;
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    [SerializeField] private Transform Neck;
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    private Vector3 lastPos;
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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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    private void Start()
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    {
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        lastPos = this.transform.position;
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    }
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    private void Update()
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    {
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        float amplitude;
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        if (playerController.isGrounded)
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        {
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            lerpVal = 0;
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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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            newPos = new Vector3(getSin(amplitude / 2, stepFrequency, checkDist), getSin(amplitude, stepFrequency, checkDist), 0);
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            Neck.localPosition = newPos;
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        }
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        else
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        {
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            Neck.localPosition = Vector3.zero;
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            if (false) {
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                Neck.localPosition = Vector3.Lerp(newPos, Vector3.zero, lerpVal);
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                if (lerpVal < 1)
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                {
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                    lerpVal = lerpVal + 0.01f;
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                }
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                else
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                {
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                    Neck.position = Vector3.zero;
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                }
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            }
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        }
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    }
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    private float getSin(float multiplier, float devisor,float x)
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    {
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        return multiplier * Mathf.Sin((x/3.14f) * 10 * devisor);
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    }
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}
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