LisKiril commit
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@ -3,6 +3,7 @@ using System.Collections;
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using System.Collections.Generic;
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using Unity.Barracuda;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using static scr_Models;
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@ -11,7 +12,9 @@ public class scr_CharacterController : MonoBehaviour
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private CharacterController characterController;
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private DefaultInput defaultInput;
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private Vector2 input_Movement;
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[HideInInspector]
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public Vector2 input_Movement;
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[HideInInspector]
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public Vector2 input_View;
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@ -48,12 +51,23 @@ public class scr_CharacterController : MonoBehaviour
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private float cameraHeight;
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private float cameraHeightVelocity;
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private bool isSprinting;
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[HideInInspector]
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public bool isSprinting;
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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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public float damage = 10f;
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public float range = 100f;
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public Camera fpsCam;
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public ParticleSystem muzzleFlash;
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public GameObject impactEffect;
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private void Awake()
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{
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defaultInput = new DefaultInput();
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@ -75,22 +89,45 @@ public class scr_CharacterController : MonoBehaviour
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characterController = GetComponent<CharacterController>();
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cameraHeight = cameraHolder.localPosition.y;
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if (currentWeapon)
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{
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currentWeapon.Initialise(this);
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}
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}
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private void Update()
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{
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if (Input.GetButtonDown("Fire1"))
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{
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Shoot();
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}
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CalculateView();
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CalculateMovement();
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CalculateJump();
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CalculateCameraHeight();
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}
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void Shoot()
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{
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muzzleFlash.Play();
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RaycastHit hit;
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if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
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{
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Debug.Log(hit.transform.name);
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Target target = hit.transform.GetComponent<Target>();
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if (target != null)
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{
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target.TakeDamage(damage);
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}
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Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
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}
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}
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private void CalculateView()
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{
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newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime;
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@ -119,6 +156,7 @@ public class scr_CharacterController : MonoBehaviour
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}
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// Effectors
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if (!characterController.isGrounded)
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{
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playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
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@ -136,6 +174,13 @@ 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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@ -61,7 +61,7 @@ public static class scr_Models
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[Serializable]
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public class WeaponSettingsModel
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{
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[Header("Sway")]
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[Header("Weapon Sway")]
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public float SwayAmount;
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public bool SwayYInverted;
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public bool SwayXInverted;
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@ -69,6 +69,13 @@ public static class scr_Models
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public float SwayResetSmoothing;
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public float SwayClampX;
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public float SwayClampY;
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[Header("Weapon Movement Sway")]
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public float MovementSwayX;
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public float MovementSwayY;
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public bool MovementSwayYInverted;
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public bool MovementSwayXInverted;
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public float MovementSwaySmoothing;
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}
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#endregion
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@ -1,20 +1,31 @@
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using System;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.InputSystem;
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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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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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Vector3 newWeaponRotationVelocity;
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Vector3 targetWeaponRotation;
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Vector3 targetWeaponRotationVelocity;
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Vector3 newWeaponMovementRotation;
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Vector3 newWeaponRotationMovementVelocity;
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Vector3 targetWeaponMovementRotation;
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Vector3 targetWeaponMovementRotationVelocity;
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private void Start()
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{
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newWeaponRotation = transform.localRotation.eulerAngles;
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@ -32,6 +43,13 @@ public class scr_WeaponController : MonoBehaviour
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{
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return;
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}
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CalculateWeaponRotation();
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SetWeaponAnimation();
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}
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private void CalculateWeaponRotation()
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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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@ -40,9 +58,23 @@ public class scr_WeaponController : MonoBehaviour
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targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
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targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
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targetWeaponRotation.z = targetWeaponRotation.y;
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targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing);
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newWeaponRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
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targetWeaponMovementRotation.z = settings.MovementSwayX * (settings.MovementSwayXInverted ? -characterController.input_Movement.x : characterController.input_Movement.x);
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targetWeaponMovementRotation.x = settings.MovementSwayY * (settings.MovementSwayYInverted ? -characterController.input_Movement.y : characterController.input_Movement.y);
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targetWeaponMovementRotation = Vector3.SmoothDamp(targetWeaponMovementRotation, Vector3.zero, ref targetWeaponMovementRotationVelocity, settings.SwayResetSmoothing);
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newWeaponMovementRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponMovementRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
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transform.localRotation = Quaternion.Euler(newWeaponRotation);
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}
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private void SetWeaponAnimation()
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{
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weaponAnimator.SetBool("isSprinting", characterController.isSprinting);
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}
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}
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