added animation for weapon(walking)
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@ -54,7 +54,11 @@ public class scr_CharacterController : MonoBehaviour
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private Vector3 newMovementSpeed;
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private Vector3 newMovementSpeedVelocity;
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[Header("Weapon")] public scr_WeaponController currentWeapon;
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[Header("Weapon")]
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public scr_WeaponController currentWeapon;
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public float weaponAnimationSpeed;
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private void Awake()
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{
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defaultInput = new DefaultInput();
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@ -138,6 +142,13 @@ public class scr_CharacterController : MonoBehaviour
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playerSettings.SpeedEffector = 1;
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}
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weaponAnimationSpeed = characterController.velocity.magnitude / (playerSettings.WalkingForwardSpeed * playerSettings.SpeedEffector);
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if (weaponAnimationSpeed > 1)
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{
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weaponAnimationSpeed = 1;
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}
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verticalSpeed *= playerSettings.SpeedEffector;
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horizontalSpeed *= playerSettings.SpeedEffector;
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@ -4,9 +4,12 @@ using static scr_Models;
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public class scr_WeaponController : MonoBehaviour
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{
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private scr_CharacterController characterController;
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[Header("Settings")]
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[Header("Settings")]
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public WeaponSettingsModel settings;
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[Header("References")]
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public Animator weaponAnimator;
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private bool isInitialised;
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Vector3 newWeaponRotation;
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@ -38,6 +41,8 @@ public class scr_WeaponController : MonoBehaviour
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{
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return;
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}
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weaponAnimator.speed = characterController.weaponAnimationSpeed;
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targetWeaponRotation.y += settings.SwayAmount * (settings.SwayXInverted ? -characterController.input_View.x : characterController.input_View.x) * Time.deltaTime;
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targetWeaponRotation.x += settings.SwayAmount * (settings.SwayYInverted ? characterController.input_View.y : -characterController.input_View.y) * Time.deltaTime;
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