Merge branch 'master' of teascade.net:neontea/quakeball
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8
Assets/Graphics/Animation/Gun/GunShot.anim.meta
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8
Assets/Graphics/Animation/Gun/GunShot.anim.meta
Normal file
@ -0,0 +1,8 @@
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8
Assets/Scripts/Audio.meta
Normal file
8
Assets/Scripts/Audio.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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19
Assets/Scripts/Audio/ImpactSound.cs
Normal file
19
Assets/Scripts/Audio/ImpactSound.cs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace NeonTea.Quakeball.Audio {
|
||||||
|
public class ImpactSound : MonoBehaviour {
|
||||||
|
public AudioSource Source;
|
||||||
|
public AudioClip[] Clips;
|
||||||
|
|
||||||
|
public void PlayAt(Vector3 position) {
|
||||||
|
transform.position = position;
|
||||||
|
Source.PlayOneShot(GetRandomClip());
|
||||||
|
}
|
||||||
|
|
||||||
|
private AudioClip GetRandomClip() {
|
||||||
|
return Clips[Random.Range(0, Clips.Length)];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Audio/ImpactSound.cs.meta
Normal file
11
Assets/Scripts/Audio/ImpactSound.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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@ -101,7 +101,6 @@ namespace NeonTea.Quakeball.Networking.Instances {
|
|||||||
} else if (packet is SpawnPckt) {
|
} else if (packet is SpawnPckt) {
|
||||||
SpawnPckt spawn = (SpawnPckt)packet;
|
SpawnPckt spawn = (SpawnPckt)packet;
|
||||||
if (spawn.IsInitial) {
|
if (spawn.IsInitial) {
|
||||||
Debug.Log("Got spawn!");
|
|
||||||
if (spawn.PlayerId == LocalPlayer.Id) {
|
if (spawn.PlayerId == LocalPlayer.Id) {
|
||||||
HandlePlayerRespawn(spawn.PlayerId, spawn.Location);
|
HandlePlayerRespawn(spawn.PlayerId, spawn.Location);
|
||||||
} else {
|
} else {
|
||||||
|
@ -6,6 +6,7 @@ using NeonTea.Quakeball.Networking.Instances;
|
|||||||
using NeonTea.Quakeball.Combat;
|
using NeonTea.Quakeball.Combat;
|
||||||
using NeonTea.Quakeball.Interface;
|
using NeonTea.Quakeball.Interface;
|
||||||
using NeonTea.Quakeball.Animation;
|
using NeonTea.Quakeball.Animation;
|
||||||
|
using NeonTea.Quakeball.Audio;
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Players {
|
namespace NeonTea.Quakeball.Players {
|
||||||
/// <summary>The central glue class for players (both local and remote).</summary>
|
/// <summary>The central glue class for players (both local and remote).</summary>
|
||||||
@ -19,7 +20,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
public MoveStyle[] MoveStyles;
|
public MoveStyle[] MoveStyles;
|
||||||
public Transform Gun;
|
public Transform Gun;
|
||||||
public Animator GunBobber;
|
public Animator GunAnimator;
|
||||||
|
|
||||||
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
||||||
|
|
||||||
@ -31,6 +32,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
public Transform CameraRoot;
|
public Transform CameraRoot;
|
||||||
public Transform BulletSourcePoint;
|
public Transform BulletSourcePoint;
|
||||||
public LayerMask BulletHitLayer;
|
public LayerMask BulletHitLayer;
|
||||||
|
public LayerMask BulletPassLayer;
|
||||||
public float Cooldown;
|
public float Cooldown;
|
||||||
|
|
||||||
[Header("Visuals")]
|
[Header("Visuals")]
|
||||||
@ -165,7 +167,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
Vector3 From = CameraRoot.position;
|
Vector3 From = CameraRoot.position;
|
||||||
Vector3 Direction = CameraRoot.forward;
|
Vector3 Direction = CameraRoot.forward;
|
||||||
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer);
|
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
|
||||||
System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
|
System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
|
||||||
foreach (RaycastHit Hit in Hits) {
|
foreach (RaycastHit Hit in Hits) {
|
||||||
ShotDelta = Hit.point - GunPoint;
|
ShotDelta = Hit.point - GunPoint;
|
||||||
@ -173,6 +175,13 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
if (Player == this) {
|
if (Player == this) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
|
||||||
|
ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
|
||||||
|
if (ImpactSound != null) {
|
||||||
|
ImpactSound.PlayAt(Hit.point);
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
if (Player != null) {
|
if (Player != null) {
|
||||||
if (Net.Singleton.Instance is Server) {
|
if (Net.Singleton.Instance is Server) {
|
||||||
((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId);
|
((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId);
|
||||||
@ -182,6 +191,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GunAnimator.SetBool("Shot", true);
|
||||||
GameObject LaserEffect = Instantiate(LaserPrefab);
|
GameObject LaserEffect = Instantiate(LaserPrefab);
|
||||||
Laser Laser = LaserEffect.GetComponent<Laser>();
|
Laser Laser = LaserEffect.GetComponent<Laser>();
|
||||||
Laser.From = GunPoint;
|
Laser.From = GunPoint;
|
||||||
@ -276,10 +286,11 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
float TargetLean = -Vector3.Dot(GroundVelocity / MoveStyle.TargetVelocity, CameraRoot.right) * MoveStyle.LeanDegrees;
|
float TargetLean = -Vector3.Dot(GroundVelocity / MoveStyle.TargetVelocity, CameraRoot.right) * MoveStyle.LeanDegrees;
|
||||||
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
|
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
|
||||||
CameraRoot.localEulerAngles = new Vector3(Pitch, Yaw, Lean);
|
CameraRoot.localEulerAngles = new Vector3(Pitch - CameraRoot.parent.eulerAngles.x, Yaw - CameraRoot.parent.eulerAngles.y, Lean);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LateUpdate() {
|
private void LateUpdate() {
|
||||||
|
GunAnimator.SetBool("Shot", false);
|
||||||
UpdateMovement();
|
UpdateMovement();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -293,9 +304,11 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
GravitationalVelocity += Physics.gravity * Time.deltaTime;
|
GravitationalVelocity += Physics.gravity * Time.deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Vector3 GroundNormal = GroundCast();
|
||||||
|
|
||||||
float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
|
float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
|
||||||
float Deccel = FrictionVelocityFactor * Time.deltaTime;
|
float Deccel = FrictionVelocityFactor * Time.deltaTime;
|
||||||
if (Grounded) {
|
if (Grounded || GroundNormal != Vector3.up) {
|
||||||
Deccel *= MoveStyle.Friction;
|
Deccel *= MoveStyle.Friction;
|
||||||
} else {
|
} else {
|
||||||
Deccel *= MoveStyle.AirFriction;
|
Deccel *= MoveStyle.AirFriction;
|
||||||
@ -303,11 +316,10 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
float FrictionedVelocity = Mathf.Max(0, GroundVelocity.magnitude - Deccel);
|
float FrictionedVelocity = Mathf.Max(0, GroundVelocity.magnitude - Deccel);
|
||||||
GroundVelocity = GroundVelocity.normalized * FrictionedVelocity;
|
GroundVelocity = GroundVelocity.normalized * FrictionedVelocity;
|
||||||
|
|
||||||
Vector3 GroundNormal = GroundCast();
|
|
||||||
Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
|
Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
|
||||||
float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
|
float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
|
||||||
float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime;
|
float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime;
|
||||||
if (Grounded) {
|
if (Grounded || GroundNormal != Vector3.up) {
|
||||||
Acceleration *= MoveStyle.Acceleration;
|
Acceleration *= MoveStyle.Acceleration;
|
||||||
} else {
|
} else {
|
||||||
Acceleration *= MoveStyle.AirAcceleration;
|
Acceleration *= MoveStyle.AirAcceleration;
|
||||||
@ -315,8 +327,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
|
Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
|
||||||
GroundVelocity += FixedHeading * Acceleration;
|
GroundVelocity += FixedHeading * Acceleration;
|
||||||
|
|
||||||
CharacterController.Move(GroundVelocity * Time.deltaTime);
|
CharacterController.Move((GravitationalVelocity + GroundVelocity) * Time.deltaTime);
|
||||||
CollisionFlags flags = CharacterController.Move(GravitationalVelocity * Time.deltaTime);
|
|
||||||
if (CharacterController.isGrounded) {
|
if (CharacterController.isGrounded) {
|
||||||
GroundedTime = Time.time;
|
GroundedTime = Time.time;
|
||||||
LatestGroundedY = transform.position.y;
|
LatestGroundedY = transform.position.y;
|
||||||
@ -325,13 +336,14 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
// Hit a roof while jumping, reset falling velocity downwards (same as "static gravity" when grounded)
|
// Hit a roof while jumping, reset falling velocity downwards (same as "static gravity" when grounded)
|
||||||
GravitationalVelocity.y = GroundCastLength;
|
GravitationalVelocity.y = GroundCastLength;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ShowMoveVector) {
|
if (ShowMoveVector) {
|
||||||
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GravitationalVelocity, Color.yellow, 1.0f);
|
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GravitationalVelocity, Color.yellow, 1.0f);
|
||||||
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GroundVelocity, Color.green, 1.0f);
|
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GroundVelocity, Color.green, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
||||||
GunBobber.SetLayerWeight(1, Mathf.Lerp(GunBobber.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
GunAnimator.SetLayerWeight(1, Mathf.Lerp(GunAnimator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user