82 lines
3.4 KiB
C#
82 lines
3.4 KiB
C#
// using System;
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// using UnityEditor;
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// using UnityEngine;
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// using UnityEngine.InputSystem;
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// using static scr_Models;
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// public class scr_FullCharacterController : MonoBehaviour
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// {
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// private scr_CharacterController characterController;
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// [Header("Settings")]
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// public WeaponSettingsModel settings;
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// [Header("References")]
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// public Animator SciFiWarriorOur;
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// private bool isInitialised;
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// Vector3 newWeaponRotation;
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// Vector3 newWeaponRotationVelocity;
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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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// newWeaponRotation = transform.localRotation.eulerAngles;
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// }
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// public void Initialise(scr_CharacterController CharacterController)
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// {
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// characterController = CharacterController;
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// isInitialised = true;
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// }
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// public void Update()
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// {
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// if (!isInitialised)
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// {
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// return;
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// }
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// CalculateWeaponRotation();
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// SetWeaponAnimation();
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// }
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// private void CalculateWeaponRotation()
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// {
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// SciFiWarriorOur.speed = characterController.weaponAnimationSpeed;
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// targetWeaponRotation.y += settings.SwayAmount * (settings.SwayXInverted ? -characterController.input_View.x : characterController.input_View.x) * Time.deltaTime;
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// targetWeaponRotation.x += settings.SwayAmount * (settings.SwayYInverted ? characterController.input_View.y : -characterController.input_View.y) * Time.deltaTime;
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// //newWeaponRotation.x = Mathf.Clamp(newWeaponRotation.x, ViewClampYMin, ViewClampYMax);
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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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// private void SetWeaponAnimation()
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// {
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// SciFiWarriorOur.SetBool("isSprinting", characterController.isSprinting);
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// SciFiWarriorOur.SetBool("isWalking", characterController.isWalking);
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// }
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// }
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