2020-08-06 21:58:31 +02:00
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using UnityEngine;
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2020-08-07 20:24:43 +02:00
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using NeonTea.Quakeball.Players;
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2020-08-06 21:58:31 +02:00
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namespace NeonTea.Quakeball.Animation {
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/// <summary>Lags a little behind every frame to create a delay effect in the gun movement.</summary>
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public class GunInterpolator : MonoBehaviour {
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public LocalPlayer Player;
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public float InterpolationSpeed;
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public float YawDegrees;
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public float PitchDegrees;
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public float RollDegrees;
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public float RotationThreshold;
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private Vector2 CurrentLean = Vector2.zero;
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private Vector2 TargetLean = Vector2.zero;
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2020-08-07 02:45:29 +02:00
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private void Awake() {
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2020-08-08 05:40:01 +02:00
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transform.parent = Player.Player.CameraRoot;
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2020-08-07 02:45:29 +02:00
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}
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2020-08-06 21:58:31 +02:00
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private void Update() {
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Vector2 LookDelta = Player.LookAction.ReadValue<Vector2>();
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SetTarget(LookDelta.x, ref TargetLean.x);
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CurrentLean.x = Mathf.Lerp(CurrentLean.x, TargetLean.x, InterpolationSpeed * Time.deltaTime);
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SetTarget(LookDelta.y, ref TargetLean.y);
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CurrentLean.y = Mathf.Lerp(CurrentLean.y, TargetLean.y, InterpolationSpeed * Time.deltaTime);
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Vector3 Eulers = transform.localEulerAngles;
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Eulers.x = -CurrentLean.y * PitchDegrees;
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Eulers.y = CurrentLean.x * YawDegrees;
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Eulers.z = CurrentLean.x * RollDegrees;
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transform.localEulerAngles = Eulers;
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}
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private void SetTarget(float delta, ref float targetLean) {
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if (delta > RotationThreshold) {
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targetLean = -1;
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} else if (delta < -RotationThreshold) {
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targetLean = 1;
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} else {
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targetLean = Mathf.Lerp(targetLean, 0, 10f * Time.deltaTime);
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}
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}
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}
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}
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