Files
defrain-shooter-unity/Assets/Scripts/Weapons/ShootAnimation.cs
2021-11-08 12:55:58 +01:00

130 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootAnimation : MonoBehaviour
{
[Header("GameObjects")]
[SerializeField] private GameObject gun;
[SerializeField] private GameObject gunHolder;
[SerializeField] private GameObject gunPositionObj;
[SerializeField] private GameObject gunRotationObj;
[Header("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] bool rotX = true;
[SerializeField] float rotationMultX = 25f;
[SerializeField] bool rotY = true;
[SerializeField] float rotationMultY = 25f;
[SerializeField] bool rotZ = true;
[SerializeField] float rotationMultZ = 15f;
[SerializeField] float returnForce = 0.006f;
[SerializeField] float impulsForce = 0.025f;
[SerializeField] float maxRecoil = 0.1f;
private Animator anim;
Vector3 startPos,startRot;
float zOffset = 0f;
float zVelocity = 0f;
int recoilCounter = 0;
//Has to be called once at the beginning and then again when switching guns
public void OnSwitchWeapon(float fireRate)
{
//gun = newGun;
anim = gun.GetComponent<Animator>();
anim.SetFloat("ShootSpeed",1f/(60f/fireRate));
startPos = gunPositionObj.transform.localPosition;
startRot = gunRotationObj.transform.localRotation.eulerAngles;
}
public void recoil(GameObject gun, float force)
{
//Play the animation
anim.Play("Shoot");
//Add force for the recoil
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);
//Position recoil
if (positionRecoil)
{
gunPositionObj.transform.localPosition = startPos + new Vector3(
positionMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 1f + 10f, 1f) - 0.5f) * 2f),
positionMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 20f, 2f) - 0.5f) * 2f),
positionMultZ* zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 3f) - 0.5f) * 2f));
}
else
{
gunPositionObj.transform.localPosition = startPos;
}
//Rotation recoil
if (rotationRecoil)
{
int xLock = 0;
int yLock = 0;
int zLock = 0;
if (rotX) xLock = 1;
if (rotY) yLock = 1;
if (rotZ) zLock = 1;
gunRotationObj.transform.localRotation = Quaternion.Euler(
startRot.x + xLock * rotationMultX * zOffset * ((Mathf.PerlinNoise(Time.time * 3f + 30f, 4f) - 0.5f) * 2f),
startRot.y + yLock * rotationMultY * zOffset * ((Mathf.PerlinNoise(Time.time * 2f + 10f, 3f) - 0.5f) * 2f),
startRot.z + zLock * rotationMultZ * zOffset * ((Mathf.PerlinNoise(Time.time * 1.5f, 2f) - 0.5f) * 2f));
}
else
{
gunRotationObj.transform.localRotation = Quaternion.Euler(startRot.x, startRot.y, startRot.z);
}
}
}