Add punching animation

This commit is contained in:
Sofia 2019-08-04 20:26:02 +03:00
parent 19f2eb97ce
commit fe99a10c20
3 changed files with 77 additions and 8 deletions

View File

@ -118,7 +118,7 @@ Transform:
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@ -198,10 +198,41 @@ Transform:
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SubHand: {fileID: 340836170559364036}
MoveSpeed: 50 MoveSpeed: 50
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@ -402,6 +434,8 @@ MonoBehaviour:
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HandMiddle: {fileID: 3118287694834230934} HandMiddle: {fileID: 3118287694834230934}
CameraFX: {fileID: 0} CameraFX: {fileID: 0}
HandRetractSpeed: 10
HandRotationRetractSpeed: 300
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View File

@ -5715,12 +5715,17 @@ PrefabInstance:
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View File

@ -8,6 +8,7 @@ namespace Saltosion.OneWeapon {
public Rigidbody2D Body; public Rigidbody2D Body;
public Transform Hand; public Transform Hand;
public Transform SubHand;
public float MoveSpeed = 50f; public float MoveSpeed = 50f;
public SpriteRenderer BodySprite; public SpriteRenderer BodySprite;
@ -26,6 +27,11 @@ namespace Saltosion.OneWeapon {
private Vector2 GunLocation = new Vector2(0, -0.6f); private Vector2 GunLocation = new Vector2(0, -0.6f);
private Vector3 GunRotation = new Vector3(0, 0, -90); private Vector3 GunRotation = new Vector3(0, 0, -90);
public float HandRetractSpeed = 10;
public float HandRotationRetractSpeed = 300;
private float CurrentHandRotation = 0f;
private float CurrentHandDistance = 0f;
public bool IsMoving { public bool IsMoving {
private set; get; private set; get;
} = false; } = false;
@ -93,11 +99,34 @@ namespace Saltosion.OneWeapon {
} }
bool Shoot = Input.GetButtonDown("Shoot"); bool Shoot = Input.GetButtonDown("Shoot");
if (Shoot && Gun != null) { if (Shoot) {
Gun.Shoot(LookDirection, Rotation); if (Gun != null) {
CameraFX.StopFor(0.03f); Gun.Shoot(LookDirection, Rotation);
CameraFX.ScreenShake(4f); CameraFX.StopFor(0.03f);
CameraFX.ScreenShake(4f);
} else if (CurrentHandDistance <= 0) {
CurrentHandDistance = 1.5f;
CurrentHandRotation = 100;
}
} }
if (CurrentHandDistance > 0) {
CurrentHandDistance -= HandRetractSpeed * Time.deltaTime;
CurrentHandDistance = Mathf.Max(CurrentHandDistance, 0);
}
if (CurrentHandRotation > 0) {
CurrentHandRotation -= HandRotationRetractSpeed * Time.deltaTime;
CurrentHandRotation = Mathf.Max(CurrentHandRotation, 0);
}
Vector3 HandPosition = SubHand.localPosition;
HandPosition.y = -CurrentHandDistance;
SubHand.localPosition = HandPosition;
Vector3 HandRotation = SubHand.localEulerAngles;
HandRotation.z = CurrentHandRotation;
SubHand.localEulerAngles = HandRotation;
} }
public void SetGun(Gun gun) { public void SetGun(Gun gun) {
@ -110,4 +139,5 @@ namespace Saltosion.OneWeapon {
Gun.transform.localEulerAngles = GunRotation; Gun.transform.localEulerAngles = GunRotation;
} }
} }
} }