Files
defrain-shooter-unity/Assets/Scripts/Player/ProcedualAnimationController.cs
2021-11-11 20:26:03 +01:00

307 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class ProcedualAnimationController : NetworkBehaviour
{
[Header("Step Settings")]
[SerializeField] private float stepAmplitudeWalking;
[SerializeField] private float stepAmplitudeSprinting;
[SerializeField] private float stepFrequency;
private float checkDist = 0f;
private float stepDistance = 1;
private float stepSin;
float moveSoftStart = 0;
Vector3 lastPos = Vector3.zero;
float posCheckDistance = 0.01f;
float currentDist = 0;
float f = 0f;
[SerializeField] private PlayerController playerController;
[Header("GameObjects")]
[SerializeField] private float currentCameraRecoilX = 0f;
[SerializeField] private float currentCameraRecoilY = 0f;
[Header("GameObjects")]
[SerializeField] private GameObject gun; // The gun object with the animator on it.
[SerializeField] private GameObject gunHolder;
[Header("General Settings")]
[SerializeField] bool positionRecoil = true;
[SerializeField] bool rotationRecoil = true;
[Header("Position Settings")]
[SerializeField] float positionMultX = 25f;
[SerializeField] float positionMultY = 25f;
[SerializeField] float positionMultZ = 25f;
[Header("Rotation Settings")]
[SerializeField] PlayerMouseLook playerMouseLook;
[SerializeField] float cameraRecoilX = 0.1f;
[SerializeField] float cameraRecoilY = 0.1f;
[SerializeField] bool rotX = true;
[SerializeField] float rotationMultX = 25f;
[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] bool sideSwey = true;
[SerializeField] float sweyMultX = 15f;
[SerializeField] float sweyMultY = 15f;
[SerializeField] float sweyMultZ = 15f;
[SerializeField] float sweyWhileAim = 0.1f;
float swey = 0f;
[Header("External Settings")]
[SerializeField] const int externalPositionVectorsNum = 1;
private Vector3[] externalPositionVectors = new Vector3[externalPositionVectorsNum];
[SerializeField] float returnForce = 0.006f;
[SerializeField] float impulsForce = 0.025f;
[SerializeField] float maxRecoil = 0.1f;
private Animator gunAnimator;
Vector3 startPos, startRot;
float recoilOffset = 0f;
float zOffset = 0f;
float zVelocity = 0f;
int recoilCounter = 0;
[Header("Aiming Settings")]
[SerializeField] float aimSpeed = 0.01f;
[Range(0, 1)] public float aimVal = 0;
[SerializeField] GameObject AimPoint;
[SerializeField] GameObject HoldPoint;
public bool isAiming = false;
Vector3[] positionMod = new Vector3[3];
Quaternion[] rotationMod = new Quaternion[3];
public void OnSwitchWeapon(float fireRate)
{
if (isLocalPlayer)
{
//gun = newGun;
gunAnimator = gun.GetComponent<Animator>();
gunAnimator.SetFloat("ShootSpeed", 1f / (60f / fireRate));
//startPos = gunPositionObj.transform.localPosition;
//startRot = gunRotationObj.transform.localRotation.eulerAngles;
}
}
public void Recoil(float force)
{
if (isLocalPlayer)
{
//Play the animation
gunAnimator.Play("Shoot");
//Add force for the recoil
//currentCameraRecoilX -= weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1);
//playerMouseLook = Mathf.SmoothDamp(playerMouseLook.fullPitch, playerMouseLook.fullPitch - weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1),ref f,0.01f);
CmdRecoil();
}
}
[Command]
private void CmdRecoil()
{
recoilCounter++;
playerMouseLook.fullPitch -= weightedPerlinNoise(cameraRecoilX, 1f, Time.time, 1);
transform.Rotate(Vector3.up * weightedPerlinNoise(cameraRecoilY, 1f, Time.time, 1f, -0.5f));
}
[Command]
private void CmdAim(bool input)
{
if (input) isAiming = true;
else isAiming = false;
}
void Update()
{
if (isLocalPlayer)
{
CmdAim(Input.GetButton("Aim"));
}
/*-----Aiming-----*/
}
private void FixedUpdate()
{
if (isServer)
{
positionMod = new Vector3[3];
rotationMod = new Quaternion[3];
/*-----Recoil-----*/
calcRecoilOffset();
/*-----Position Recoil-----*/
PositionRecoil();
/*-----Rotation Recoil-----*/
RotationRecoil();
/*-----Step Swey-----*/
calcStepSin();
SideStep();
/*-----Aiming-----*/
AimDownSights();
/*-----Apply Gun Position-----*/
Vector3 totalPosition = Vector3.zero;
for (int i = 0; i < positionMod.Length; i++)
{
if (positionMod[i] != null)
totalPosition += positionMod[i];
}
/*-----Apply Gun Rotation-----*/
Quaternion totalRotation = Quaternion.identity;
for (int i = 0; i < rotationMod.Length; i++)
{
totalRotation *= rotationMod[i];
}
//gunHolder.transform.localPosition = positionMod[2];
gunHolder.transform.localPosition = totalPosition;
//gunHolder.transform.localRotation = totalRotation;
gunHolder.transform.localRotation = rotationMod[0];
}
}
void RotationRecoil()
{
/*-----Rotation Recoil-----*/
if (rotationRecoil)
{
float deltaX = 100f * rotationMultX * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 1f);
float deltaY = 100f * rotationMultY * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 1f, -0.5f);
float deltaZ = 100f * rotationMultZ * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 1f, -0.5f);
rotationMod[0] = Quaternion.Euler(deltaX, deltaY, deltaZ);
}
}
void PositionRecoil()
{
if (positionRecoil)
{
float deltaX = -positionMultX * weightedPerlinNoise(recoilOffset, 0.7f, Time.time, 1f, -0.5f);
float deltaY = -positionMultY * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 2f);
float deltaZ = positionMultZ * weightedPerlinNoise(recoilOffset, 0.5f, Time.time, 3f);
positionMod[0] = new Vector3(deltaX, deltaY, deltaZ);
}
}
void AimDownSights()
{
aimVal = gravityValue(aimVal, aimSpeed, 1, 0, isAiming);
positionMod[2] = Vector3.Lerp(HoldPoint.transform.localPosition, AimPoint.transform.localPosition, Mathf.Pow(aimVal, 1.3f));
}
void calcRecoilOffset()
{
for (int i = 0; i < recoilCounter; i++)
{
zVelocity -= weightedPerlinNoise(impulsForce, 0.1f, i, 1f);
}
recoilCounter = 0;
recoilOffset += zVelocity;
zVelocity = 0;
if (recoilOffset > 0)
recoilOffset = 0f;
else if (recoilOffset < 0)
zVelocity += weightedPerlinNoise(returnForce, 0.1f, Time.time, 1f);
recoilOffset = Mathf.Clamp(recoilOffset, -weightedPerlinNoise(maxRecoil, 0.5f, Time.time * 1000, 1f), 0);
}
void calcStepSin()
{
float amplitude;
float dist = Vector3.Distance(lastPos, this.transform.position);
if (playerController.isSprinting)
amplitude = stepAmplitudeSprinting;
else
amplitude = stepAmplitudeWalking;
if (dist > posCheckDistance)
{
currentDist += dist;
lastPos = this.transform.position;
}
else
{
checkDist = currentDist + dist;
}
stepSin = ezSin(stepAmplitudeWalking, stepFrequency, currentDist);
}
void SideStep()
{
if (sideSwey)
{
//To start and end the sweying motion softly
moveSoftStart = gravityValue(moveSoftStart, 0.1f, 0.03f, 1f, 0f, playerController.isMoving() && playerController.isGrounded);
if (playerController.isMoving())
{
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);
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);
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);
positionMod[1] = new Vector3(deltaX, deltaY, deltaZ);
}
}
}
/*-----Helper Methods-----*/
float gravityValue(float curretnValue, float rateOfChange, float maxValue, float minValue, bool add)
{
// The currentValue will be advanced or reduced by the rateOfChange depending on the add boolean. But only in the specified range.
// Usage: val = gravityValue(val, 0.01f, 1, 0, true);
float value = curretnValue;
if (add) value += rateOfChange;
else value -= rateOfChange;
return Mathf.Clamp(value, minValue, maxValue);
}
float weightedPerlinNoise(float value, float weight, float pX, float pY, float offset = 0f)
{
return value * (1f - weight) + value * weight * (Mathf.PerlinNoise(pX, pY) + offset);
}
float gravityValue(float curretnValue, float rateOfChangePos, float rateOfChangeNeg, float maxValue, float minValue, bool add)
{
// The currentValue will be advanced by the rateOfChangePos and reduced by the rateOfChangeNeg depending on the add boolean. But only in the specified range.
// Usage: val = gravityValue(val, 0.01f, 0.05f, 1, 0, true);
float value = curretnValue;
if (add) value += rateOfChangePos;
else value -= rateOfChangeNeg;
return Mathf.Clamp(value, minValue, maxValue);
}
private float ezSin(float amplitude, float frequency, float x)
{
// Simplification of the sin function.
return amplitude * Mathf.Sin((x / 3.1831f) * 10 * frequency);
}
}