changed weapon
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@ -11,7 +11,8 @@ 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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@ -119,6 +120,7 @@ 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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@ -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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@ -14,6 +14,12 @@ public class scr_WeaponController : MonoBehaviour
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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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@ -40,8 +46,17 @@ 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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