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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 ShootAnimation gunAnimation;
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| 
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| 
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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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| 
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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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| 
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|     private Vector3 lastPos;
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|     private Vector3 startPos;
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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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| 
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| 
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|     [Header("Gun Settings")]
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|     [SerializeField] GameObject gunRotation;
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|     [SerializeField] float rotationMultiplier = 0.1f;
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| 
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| 
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| 
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|     private void Start()
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|     {
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|         lastPos = this.transform.position;
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|         //startPos = this.transform.position;
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|     }
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| 
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|     private void Update()
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|     {
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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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| 
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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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|             gunAnimation.gunSideSwey(getSin(amplitude, stepFrequency/2, checkDist),playerController.inputDirection.magnitude);
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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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|         }
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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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| }
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