2020-08-08 20:02:17 +02:00
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using UnityEngine;
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using NeonTea.Quakeball.Players;
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2020-08-09 19:33:23 +02:00
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using NeonTea.Quakeball.Util;
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namespace NeonTea.Quakeball.Animation {
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/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
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public class SoldierProceduralAnimator : MonoBehaviour {
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public enum SoldierModel {
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Female = 0,
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Male = 1,
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}
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public Animator[] Soldiers;
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public SoldierModel Model;
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public Player Player;
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public Transform HeadCollider;
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[Header("Gun holding")]
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public bool GunGluedToHand = true;
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public Transform Gun;
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public Transform GunHandle;
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private Animator Animator;
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private float BodyYaw = 0;
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private Transform BehindHand;
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private Transform FrontHand;
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private void Awake() {
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foreach (Animator animator in Soldiers) {
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animator.gameObject.SetActive(false);
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}
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Animator = Soldiers[(int)Model].GetComponent<Animator>();
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Animator.gameObject.SetActive(true);
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Transform Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
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HeadCollider.parent = Head;
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BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
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FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
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}
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private void Update() {
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Animator.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
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}
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private void LateUpdate() {
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if (Player.GroundVelocity.magnitude > 0) {
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BodyYaw = Vector3.SignedAngle(Vector3.forward, Player.GroundVelocity.normalized, Vector3.up);
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}
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transform.localEulerAngles = new Vector3(0, BodyYaw, 0);
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if (GunGluedToHand) {
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Vector3 GunOffset = GunHandle.position - Gun.position;
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Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized;
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Gun.position = BehindHand.position - GunOffset;
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Gun.LookAt(Gun.position + GunDirection);
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}
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}
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}
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}
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