Files
real-shooter/Assets/Scripts/Weapons/scr_FullCharacterController.cs
Enikeevtimur 8147dfc4a9 map done
2022-05-17 23:03:46 +07:00

82 lines
3.4 KiB
C#

// using System;
// using UnityEditor;
// using UnityEngine;
// using UnityEngine.InputSystem;
// using static scr_Models;
// public class scr_FullCharacterController : MonoBehaviour
// {
// private scr_CharacterController characterController;
// [Header("Settings")]
// public WeaponSettingsModel settings;
// [Header("References")]
// public Animator SciFiWarriorOur;
// private bool isInitialised;
// Vector3 newWeaponRotation;
// Vector3 newWeaponRotationVelocity;
// Vector3 targetWeaponRotation;
// Vector3 targetWeaponRotationVelocity;
// Vector3 newWeaponMovementRotation;
// Vector3 newWeaponRotationMovementVelocity;
// Vector3 targetWeaponMovementRotation;
// Vector3 targetWeaponMovementRotationVelocity;
// private void Start()
// {
// newWeaponRotation = transform.localRotation.eulerAngles;
// }
// public void Initialise(scr_CharacterController CharacterController)
// {
// characterController = CharacterController;
// isInitialised = true;
// }
// public void Update()
// {
// if (!isInitialised)
// {
// return;
// }
// 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.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);
// }
// private void SetWeaponAnimation()
// {
// SciFiWarriorOur.SetBool("isSprinting", characterController.isSprinting);
// SciFiWarriorOur.SetBool("isWalking", characterController.isWalking);
// }
// }