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89
Assets/Scripts/Character/scr_Models.cs
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89
Assets/Scripts/Character/scr_Models.cs
Normal file
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|
||||
// using System;
|
||||
// using UnityEngine;
|
||||
|
||||
// public static class scr_Models
|
||||
// {
|
||||
// #region Player
|
||||
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||||
// public enum PlayerStance
|
||||
// {
|
||||
// Stand,
|
||||
// Crouch,
|
||||
// Prone
|
||||
// }
|
||||
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||||
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|
||||
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// {
|
||||
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|
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// public float ViewYSensetivity;
|
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|
||||
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|
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|
||||
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|
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||||
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|
||||
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|
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|
||||
// public float WalkingBackwardSpeed;
|
||||
// public float WalkingStrafeSpeed;
|
||||
|
||||
// [Header("Jumping")]
|
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|
||||
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|
||||
// public float FallingSmoothing;
|
||||
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|
||||
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||||
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|
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|
||||
// {
|
||||
// [Header("Weapon Sway")]
|
||||
// public float SwayAmount;
|
||||
// public bool SwayYInverted;
|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
// public bool MovementSwayYInverted;
|
||||
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|
||||
// public float MovementSwaySmoothing;
|
||||
// }
|
||||
|
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// [Serializable]
|
||||
// public class CharacterStance
|
||||
// {
|
||||
// public float CameraHeight;
|
||||
// public CapsuleCollider StanceCollider;
|
||||
// }
|
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|
||||
// #endregion
|
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|
||||
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|
||||
|
||||
// [Serializable]
|
||||
// public class WeaponSettingsModel
|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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using System;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using static scr_Models;
|
||||
// using System;
|
||||
// using UnityEditor;
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
{
|
||||
private scr_CharacterController characterController;
|
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[Header("Settings")]
|
||||
public WeaponSettingsModel settings;
|
||||
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|
||||
// {
|
||||
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|
||||
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|
||||
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|
||||
|
||||
[Header("References")]
|
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public Animator SciFiWarriorOur;
|
||||
// [Header("References")]
|
||||
// public Animator SciFiWarriorOur;
|
||||
|
||||
private bool isInitialised;
|
||||
// private bool isInitialised;
|
||||
|
||||
Vector3 newWeaponRotation;
|
||||
Vector3 newWeaponRotationVelocity;
|
||||
// Vector3 newWeaponRotation;
|
||||
// Vector3 newWeaponRotationVelocity;
|
||||
|
||||
Vector3 targetWeaponRotation;
|
||||
Vector3 targetWeaponRotationVelocity;
|
||||
// Vector3 targetWeaponRotation;
|
||||
// Vector3 targetWeaponRotationVelocity;
|
||||
|
||||
Vector3 newWeaponMovementRotation;
|
||||
Vector3 newWeaponRotationMovementVelocity;
|
||||
// Vector3 newWeaponMovementRotation;
|
||||
// Vector3 newWeaponRotationMovementVelocity;
|
||||
|
||||
Vector3 targetWeaponMovementRotation;
|
||||
Vector3 targetWeaponMovementRotationVelocity;
|
||||
private void Start()
|
||||
{
|
||||
newWeaponRotation = transform.localRotation.eulerAngles;
|
||||
}
|
||||
// Vector3 targetWeaponMovementRotation;
|
||||
// Vector3 targetWeaponMovementRotationVelocity;
|
||||
// private void Start()
|
||||
// {
|
||||
// newWeaponRotation = transform.localRotation.eulerAngles;
|
||||
// }
|
||||
|
||||
public void Initialise(scr_CharacterController CharacterController)
|
||||
{
|
||||
characterController = CharacterController;
|
||||
isInitialised = true;
|
||||
}
|
||||
// public void Initialise(scr_CharacterController CharacterController)
|
||||
// {
|
||||
// characterController = CharacterController;
|
||||
// isInitialised = true;
|
||||
// }
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!isInitialised)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// public void Update()
|
||||
// {
|
||||
// if (!isInitialised)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
|
||||
CalculateWeaponRotation();
|
||||
SetWeaponAnimation();
|
||||
}
|
||||
private void CalculateWeaponRotation()
|
||||
{
|
||||
SciFiWarriorOur.speed = characterController.weaponAnimationSpeed;
|
||||
// CalculateWeaponRotation();
|
||||
// SetWeaponAnimation();
|
||||
// }
|
||||
// private void CalculateWeaponRotation()
|
||||
// {
|
||||
// SciFiWarriorOur.speed = characterController.weaponAnimationSpeed;
|
||||
|
||||
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;
|
||||
//newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
|
||||
// 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;
|
||||
// //newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
|
||||
|
||||
targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
|
||||
targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
|
||||
// targetWeaponRotation.x = Mathf.Clamp(targetWeaponRotation.x, -settings.SwayClampX, settings.SwayClampX);
|
||||
// targetWeaponRotation.y = Mathf.Clamp(targetWeaponRotation.y, -settings.SwayClampY, settings.SwayClampY);
|
||||
|
||||
targetWeaponRotation.z = targetWeaponRotation.y;
|
||||
// targetWeaponRotation.z = targetWeaponRotation.y;
|
||||
|
||||
targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing);
|
||||
newWeaponRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing);
|
||||
// targetWeaponRotation = Vector3.SmoothDamp(targetWeaponRotation, Vector3.zero, ref targetWeaponRotationVelocity, settings.SwayResetSmoothing);
|
||||
// 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.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);
|
||||
// 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()
|
||||
{
|
||||
SciFiWarriorOur.SetBool("isSprinting", characterController.isSprinting);
|
||||
SciFiWarriorOur.SetBool("isWalking", characterController.isWalking);
|
||||
}
|
||||
}
|
||||
// private void SetWeaponAnimation()
|
||||
// {
|
||||
// SciFiWarriorOur.SetBool("isSprinting", characterController.isSprinting);
|
||||
// SciFiWarriorOur.SetBool("isWalking", characterController.isWalking);
|
||||
// }
|
||||
// }
|
||||
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m_MaskMapRemapMin: {x: 0, y: 0, z: 0, w: 0}
|
||||
m_MaskMapRemapMax: {x: 1, y: 1, z: 1, w: 1}
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da2465b5e312dc54ebfd6720295e4cf6
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 8574412962073106934
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user