Finally bots can die. Player to. And another fixes.

This commit is contained in:
2022-05-17 00:21:53 +07:00
parent 06fdfc077c
commit 229c4490c4
15 changed files with 160 additions and 171 deletions

View File

@ -1,4 +1,6 @@
using System;
using Animators.Leonid_Animator;
using Animators.Leonid_Animator.Player;
using Unity.Mathematics;
using UnityEngine;
@ -7,50 +9,52 @@ namespace CameraScripts
public class CameraHandler : MonoBehaviour
{
public Transform targetTransform;
public Transform cameraTransform;
public Transform cameraPivotTransform;
private Transform _myTransform;
private Vector3 _cameraTransformPosition;
private LayerMask ignoreLayers = ~(1 << 8 | 1 << 9 | 1 << 10);
[SerializeField] private Transform cameraTransform;
public static CameraHandler Singleton;
[SerializeField] private float LookSpeed = 0.1f;
[SerializeField] private float FollowSpeed = 0.1f;
[SerializeField] private float PivotSpeed = 0.03f;
private float _defaultPosition;
private float _lookAngle;
[SerializeField] private float lookSpeed = 0.1f;
[SerializeField] private float followSpeed = 0.1f;
[SerializeField] private float pivotSpeed = 0.03f;
public float LookAngle;
private float _pivotAngle;
public float minimumPivot = -35;
public float maximumPivot = 35;
private AnimatorHandler _animatorHandler;
private void Awake()
{
Application.targetFrameRate = 60;
Singleton = this;
_myTransform = transform;
_defaultPosition = _myTransform.localPosition.z;
}
private void Start()
{
_animatorHandler = gameObject.GetComponent<AnimatorHandler>();
if (_animatorHandler == null)
print(gameObject.name);
}
public void TargetPosition(float delta)
{
var toTargetPosition = Vector3.Lerp(_myTransform.position, targetTransform.position, delta /FollowSpeed);
var toTargetPosition = Vector3.Lerp(_myTransform.position, targetTransform.position, delta /followSpeed);
_myTransform.position = toTargetPosition;
}
public void HandleCameraRotation(float delta, float mouseX, float mouseY)
{
_lookAngle += (mouseX * LookSpeed) / delta;
_pivotAngle -= (mouseY * PivotSpeed) / delta;
LookAngle += (mouseX * lookSpeed) / delta;
_pivotAngle -= (mouseY * pivotSpeed) / delta;
_pivotAngle = Mathf.Clamp(_pivotAngle, minimumPivot, maximumPivot);
var rotation = Vector3.zero;
rotation.y = _lookAngle;
var targetRotation = Quaternion.Euler(rotation);
targetTransform.rotation = targetRotation;
rotation.y = LookAngle;
transform.rotation = Quaternion.Euler(rotation);
}
}
}