From 95f61ab7e25c10a4e94ab7e453b32be7da306f46 Mon Sep 17 00:00:00 2001 From: liskiran Date: Tue, 12 Apr 2022 14:05:55 +0700 Subject: [PATCH] changed weapon --- .../Timers/Greatest_map_ever_timers.json | 2 +- .../Timers/dont touch me plz_timers.json | 2 +- Assets/Scenes/dont touch me plz.unity | 245 +++++++----------- Assets/Scenes/tyt player/Player.prefab | 187 +++++++------ .../Character/scr_CharacterController.cs | 4 +- Assets/Scripts/Character/scr_Models.cs | 9 +- .../Scripts/Weapons/scr_WeaponController.cs | 15 ++ 7 files changed, 211 insertions(+), 253 deletions(-) diff --git a/Assets/ML-Agents/Timers/Greatest_map_ever_timers.json b/Assets/ML-Agents/Timers/Greatest_map_ever_timers.json index 7166dbb..ed89e69 100755 --- a/Assets/ML-Agents/Timers/Greatest_map_ever_timers.json +++ b/Assets/ML-Agents/Timers/Greatest_map_ever_timers.json @@ -1 +1 @@ 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a/Assets/Scripts/Character/scr_Models.cs b/Assets/Scripts/Character/scr_Models.cs index 3aca984..018856b 100755 --- a/Assets/Scripts/Character/scr_Models.cs +++ b/Assets/Scripts/Character/scr_Models.cs @@ -61,7 +61,7 @@ public static class scr_Models [Serializable] public class WeaponSettingsModel { - [Header("Sway")] + [Header("Weapon Sway")] public float SwayAmount; public bool SwayYInverted; public bool SwayXInverted; @@ -69,6 +69,13 @@ public static class scr_Models public float SwayResetSmoothing; public float SwayClampX; public float SwayClampY; + + [Header("Weapon Movement Sway")] + public float MovementSwayX; + public float MovementSwayY; + public bool MovementSwayYInverted; + public bool MovementSwayXInverted; + public float MovementSwaySmoothing; } #endregion diff --git a/Assets/Scripts/Weapons/scr_WeaponController.cs b/Assets/Scripts/Weapons/scr_WeaponController.cs index 2fc59e5..65fdd8b 100755 --- a/Assets/Scripts/Weapons/scr_WeaponController.cs +++ b/Assets/Scripts/Weapons/scr_WeaponController.cs @@ -14,6 +14,12 @@ public class scr_WeaponController : MonoBehaviour Vector3 targetWeaponRotation; Vector3 targetWeaponRotationVelocity; + + Vector3 newWeaponMovementRotation; + Vector3 newWeaponRotationMovementVelocity; + + Vector3 targetWeaponMovementRotation; + Vector3 targetWeaponMovementRotationVelocity; private void Start() { @@ -40,8 +46,17 @@ public class scr_WeaponController : MonoBehaviour 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 = 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 = Vector3.SmoothDamp(targetWeaponMovementRotation, Vector3.zero, ref targetWeaponMovementRotationVelocity, settings.SwayResetSmoothing); + newWeaponMovementRotation = Vector3.SmoothDamp(newWeaponRotation, targetWeaponMovementRotation, ref newWeaponRotationVelocity, settings.SwaySmoothing); + transform.localRotation = Quaternion.Euler(newWeaponRotation); }