LisKiril commit
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=======
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>>>>>>> lisin/character/1
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gravityMin: 0
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jumpingForce: {x: 0, y: 0, z: 0}
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playerStance: 0
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playerStanceSmoothing: 0
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playerStandStance:
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playerCrouchStance:
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StanceCollider: {fileID: 0}
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playerProneStance:
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StanceCollider: {fileID: 0}
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currentWeapon: {fileID: 0}
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m_LocalScale: {x: 0.01, y: 0.01, z: 0.01}
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m_WarningMessage:
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m_KeepAnimatorControllerStateOnDisable: 0
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||||||
|
@ -3,6 +3,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Unity.Barracuda;
|
using Unity.Barracuda;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
using static scr_Models;
|
using static scr_Models;
|
||||||
|
|
||||||
@ -11,7 +12,9 @@ public class scr_CharacterController : MonoBehaviour
|
|||||||
|
|
||||||
private CharacterController characterController;
|
private CharacterController characterController;
|
||||||
private DefaultInput defaultInput;
|
private DefaultInput defaultInput;
|
||||||
private Vector2 input_Movement;
|
|
||||||
|
[HideInInspector]
|
||||||
|
public Vector2 input_Movement;
|
||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public Vector2 input_View;
|
public Vector2 input_View;
|
||||||
|
|
||||||
@ -48,12 +51,23 @@ public class scr_CharacterController : MonoBehaviour
|
|||||||
private float cameraHeight;
|
private float cameraHeight;
|
||||||
private float cameraHeightVelocity;
|
private float cameraHeightVelocity;
|
||||||
|
|
||||||
private bool isSprinting;
|
[HideInInspector]
|
||||||
|
public bool isSprinting;
|
||||||
|
|
||||||
private Vector3 newMovementSpeed;
|
private Vector3 newMovementSpeed;
|
||||||
private Vector3 newMovementSpeedVelocity;
|
private Vector3 newMovementSpeedVelocity;
|
||||||
|
|
||||||
[Header("Weapon")] public scr_WeaponController currentWeapon;
|
[Header("Weapon")]
|
||||||
|
public scr_WeaponController currentWeapon;
|
||||||
|
|
||||||
|
public float weaponAnimationSpeed;
|
||||||
|
|
||||||
|
public float damage = 10f;
|
||||||
|
public float range = 100f;
|
||||||
|
|
||||||
|
public Camera fpsCam;
|
||||||
|
public ParticleSystem muzzleFlash;
|
||||||
|
public GameObject impactEffect;
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
defaultInput = new DefaultInput();
|
defaultInput = new DefaultInput();
|
||||||
@ -85,12 +99,35 @@ public class scr_CharacterController : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
if (Input.GetButtonDown("Fire1"))
|
||||||
|
{
|
||||||
|
Shoot();
|
||||||
|
}
|
||||||
CalculateView();
|
CalculateView();
|
||||||
CalculateMovement();
|
CalculateMovement();
|
||||||
CalculateJump();
|
CalculateJump();
|
||||||
CalculateCameraHeight();
|
CalculateCameraHeight();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Shoot()
|
||||||
|
{
|
||||||
|
muzzleFlash.Play();
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
|
||||||
|
{
|
||||||
|
Debug.Log(hit.transform.name);
|
||||||
|
|
||||||
|
Target target = hit.transform.GetComponent<Target>();
|
||||||
|
if (target != null)
|
||||||
|
{
|
||||||
|
target.TakeDamage(damage);
|
||||||
|
}
|
||||||
|
|
||||||
|
Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
private void CalculateView()
|
private void CalculateView()
|
||||||
{
|
{
|
||||||
newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime;
|
newCharacterRotation.y += playerSettings.ViewXSensetivity * (playerSettings.ViewXInverted ? -input_View.x : input_View.x) * Time.deltaTime;
|
||||||
@ -119,6 +156,7 @@ public class scr_CharacterController : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Effectors
|
// Effectors
|
||||||
|
|
||||||
if (!characterController.isGrounded)
|
if (!characterController.isGrounded)
|
||||||
{
|
{
|
||||||
playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
|
playerSettings.SpeedEffector = playerSettings.FallingSpeedEffector;
|
||||||
@ -136,6 +174,13 @@ public class scr_CharacterController : MonoBehaviour
|
|||||||
playerSettings.SpeedEffector = 1;
|
playerSettings.SpeedEffector = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
weaponAnimationSpeed = characterController.velocity.magnitude / (playerSettings.WalkingForwardSpeed * playerSettings.SpeedEffector);
|
||||||
|
|
||||||
|
if (weaponAnimationSpeed > 1)
|
||||||
|
{
|
||||||
|
weaponAnimationSpeed = 1;
|
||||||
|
}
|
||||||
|
|
||||||
verticalSpeed *= playerSettings.SpeedEffector;
|
verticalSpeed *= playerSettings.SpeedEffector;
|
||||||
horizontalSpeed *= playerSettings.SpeedEffector;
|
horizontalSpeed *= playerSettings.SpeedEffector;
|
||||||
|
|
||||||
|
@ -61,7 +61,7 @@ public static class scr_Models
|
|||||||
[Serializable]
|
[Serializable]
|
||||||
public class WeaponSettingsModel
|
public class WeaponSettingsModel
|
||||||
{
|
{
|
||||||
[Header("Sway")]
|
[Header("Weapon Sway")]
|
||||||
public float SwayAmount;
|
public float SwayAmount;
|
||||||
public bool SwayYInverted;
|
public bool SwayYInverted;
|
||||||
public bool SwayXInverted;
|
public bool SwayXInverted;
|
||||||
@ -69,6 +69,13 @@ public static class scr_Models
|
|||||||
public float SwayResetSmoothing;
|
public float SwayResetSmoothing;
|
||||||
public float SwayClampX;
|
public float SwayClampX;
|
||||||
public float SwayClampY;
|
public float SwayClampY;
|
||||||
|
|
||||||
|
[Header("Weapon Movement Sway")]
|
||||||
|
public float MovementSwayX;
|
||||||
|
public float MovementSwayY;
|
||||||
|
public bool MovementSwayYInverted;
|
||||||
|
public bool MovementSwayXInverted;
|
||||||
|
public float MovementSwaySmoothing;
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -1,12 +1,18 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
using static scr_Models;
|
using static scr_Models;
|
||||||
|
|
||||||
public class scr_WeaponController : MonoBehaviour
|
public class scr_WeaponController : MonoBehaviour
|
||||||
{
|
{
|
||||||
private scr_CharacterController characterController;
|
private scr_CharacterController characterController;
|
||||||
[Header("Settings")]
|
[Header("Settings")]
|
||||||
public WeaponSettingsModel settings;
|
public WeaponSettingsModel settings;
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
|
public Animator weaponAnimator;
|
||||||
|
|
||||||
private bool isInitialised;
|
private bool isInitialised;
|
||||||
|
|
||||||
Vector3 newWeaponRotation;
|
Vector3 newWeaponRotation;
|
||||||
@ -15,6 +21,11 @@ public class scr_WeaponController : MonoBehaviour
|
|||||||
Vector3 targetWeaponRotation;
|
Vector3 targetWeaponRotation;
|
||||||
Vector3 targetWeaponRotationVelocity;
|
Vector3 targetWeaponRotationVelocity;
|
||||||
|
|
||||||
|
Vector3 newWeaponMovementRotation;
|
||||||
|
Vector3 newWeaponRotationMovementVelocity;
|
||||||
|
|
||||||
|
Vector3 targetWeaponMovementRotation;
|
||||||
|
Vector3 targetWeaponMovementRotationVelocity;
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
newWeaponRotation = transform.localRotation.eulerAngles;
|
newWeaponRotation = transform.localRotation.eulerAngles;
|
||||||
@ -33,6 +44,13 @@ public class scr_WeaponController : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
CalculateWeaponRotation();
|
||||||
|
SetWeaponAnimation();
|
||||||
|
}
|
||||||
|
private void CalculateWeaponRotation()
|
||||||
|
{
|
||||||
|
weaponAnimator.speed = characterController.weaponAnimationSpeed;
|
||||||
|
|
||||||
targetWeaponRotation.y += settings.SwayAmount * (settings.SwayXInverted ? -characterController.input_View.x : characterController.input_View.x) * Time.deltaTime;
|
targetWeaponRotation.y += settings.SwayAmount * (settings.SwayXInverted ? -characterController.input_View.x : characterController.input_View.x) * Time.deltaTime;
|
||||||
targetWeaponRotation.x += settings.SwayAmount * (settings.SwayYInverted ? characterController.input_View.y : -characterController.input_View.y) * Time.deltaTime;
|
targetWeaponRotation.x += settings.SwayAmount * (settings.SwayYInverted ? characterController.input_View.y : -characterController.input_View.y) * Time.deltaTime;
|
||||||
//newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
|
//newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
|
||||||
@ -40,9 +58,23 @@ public class scr_WeaponController : MonoBehaviour
|
|||||||
targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
|
targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
|
||||||
targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
|
targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
|
||||||
|
|
||||||
|
targetWeaponRotation.z = targetWeaponRotation.y;
|
||||||
|
|
||||||
targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing);
|
targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing);
|
||||||
newWeaponRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
|
newWeaponRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
|
||||||
|
|
||||||
|
targetWeaponMovementRotation.z = settings.MovementSwayX * (settings.MovementSwayXInverted ? -characterController.input_Movement.x : characterController.input_Movement.x);
|
||||||
|
targetWeaponMovementRotation.x = settings.MovementSwayY * (settings.MovementSwayYInverted ? -characterController.input_Movement.y : characterController.input_Movement.y);
|
||||||
|
|
||||||
|
targetWeaponMovementRotation = Vector3.SmoothDamp(targetWeaponMovementRotation, Vector3.zero, ref targetWeaponMovementRotationVelocity, settings.SwayResetSmoothing);
|
||||||
|
newWeaponMovementRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponMovementRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
|
||||||
|
|
||||||
|
|
||||||
transform.localRotation = Quaternion.Euler(newWeaponRotation);
|
transform.localRotation = Quaternion.Euler(newWeaponRotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void SetWeaponAnimation()
|
||||||
|
{
|
||||||
|
weaponAnimator.SetBool("isSprinting", characterController.isSprinting);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
6
ProjectSettings/ProjectSettings.asset
generated
6
ProjectSettings/ProjectSettings.asset
generated
@ -614,7 +614,11 @@ PlayerSettings:
|
|||||||
webGLLinkerTarget: 1
|
webGLLinkerTarget: 1
|
||||||
webGLThreadsSupport: 0
|
webGLThreadsSupport: 0
|
||||||
webGLWasmStreaming: 0
|
webGLWasmStreaming: 0
|
||||||
scriptingDefineSymbols: {}
|
scriptingDefineSymbols:
|
||||||
|
1: CROSS_PLATFORM_INPUT
|
||||||
|
4: CROSS_PLATFORM_INPUT;MOBILE_INPUT
|
||||||
|
7: CROSS_PLATFORM_INPUT;MOBILE_INPUT
|
||||||
|
14: MOBILE_INPUT
|
||||||
platformArchitecture: {}
|
platformArchitecture: {}
|
||||||
scriptingBackend: {}
|
scriptingBackend: {}
|
||||||
il2cppCompilerConfiguration: {}
|
il2cppCompilerConfiguration: {}
|
||||||
|
Reference in New Issue
Block a user