Progress on making the alice good
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File diff suppressed because one or more lines are too long
8
Assets/Scripts/Animation.meta
Normal file
8
Assets/Scripts/Animation.meta
Normal file
@ -0,0 +1,8 @@
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17
Assets/Scripts/Animation/LerpFollower.cs
Normal file
17
Assets/Scripts/Animation/LerpFollower.cs
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace NeonTea.Quakeball.Animation {
|
||||||
|
/// <summary>Follows a Transform with configurable lerp speeds.</summary>
|
||||||
|
public class LerpFollower : MonoBehaviour {
|
||||||
|
public Transform Followed;
|
||||||
|
public Vector3 PositionLerpSpeed = new Vector3(100, 100, 100);
|
||||||
|
public Vector3 RotationLerpSpeed = new Vector3(100, 100, 100);
|
||||||
|
public Vector3 ScaleLerpSpeed = new Vector3(100, 100, 100);
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
transform.position.x = Mathf.Lerp(transform.position.x, Followed.position.x, PositionLerpSpeed.x);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Animation/LerpFollower.cs.meta
Normal file
11
Assets/Scripts/Animation/LerpFollower.cs.meta
Normal file
@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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@ -6,6 +6,7 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
[RequireComponent(typeof(Player))]
|
[RequireComponent(typeof(Player))]
|
||||||
public class LocalPlayer : MonoBehaviour {
|
public class LocalPlayer : MonoBehaviour {
|
||||||
public Transform Camera;
|
public Transform Camera;
|
||||||
|
public float PlayerUpdateFrequency = 1;
|
||||||
|
|
||||||
private float Lean = 0;
|
private float Lean = 0;
|
||||||
|
|
||||||
@ -15,6 +16,9 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
private InputAction CrouchAction;
|
private InputAction CrouchAction;
|
||||||
private InputAction JumpAction;
|
private InputAction JumpAction;
|
||||||
|
|
||||||
|
private float PreviousPlayerUpdate = -1;
|
||||||
|
private bool WantsToJump = false;
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
Player = GetComponent<Player>();
|
Player = GetComponent<Player>();
|
||||||
|
|
||||||
@ -24,6 +28,9 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
|
|
||||||
JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
|
JumpAction = new InputAction("crouch", binding: "<Gamepad>/buttonSouth");
|
||||||
JumpAction.AddBinding("<Keyboard>/space");
|
JumpAction.AddBinding("<Keyboard>/space");
|
||||||
|
JumpAction.performed += _ => {
|
||||||
|
WantsToJump = true;
|
||||||
|
};
|
||||||
JumpAction.Enable();
|
JumpAction.Enable();
|
||||||
|
|
||||||
LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
|
LookAction = new InputAction("look", binding: "<Gamepad>/leftStick");
|
||||||
@ -47,19 +54,24 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
private void Update() {
|
private void Update() {
|
||||||
OptionsData Opts = Options.Get();
|
OptionsData Opts = Options.Get();
|
||||||
|
|
||||||
Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
|
|
||||||
Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
|
|
||||||
Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
|
|
||||||
Player.MoveDirection = Move;
|
|
||||||
Player.MoveStyle = CrouchAction.ReadValue<float>() > 0 ? Player.CrouchingMoveStyle : Player.RunningMoveStyle;
|
|
||||||
Player.Jumping = JumpAction.ReadValue<float>() > 0;
|
|
||||||
|
|
||||||
Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
|
Vector2 LookInput = LookAction.ReadValue<Vector2>() * Opts.LookSensitivity;
|
||||||
Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
|
Player.Pitch = Mathf.Clamp(Player.Pitch - LookInput.y * (Opts.InvertVerticalLook ? -1 : 1), -90, 90);
|
||||||
Player.Yaw += LookInput.x;
|
Player.Yaw += LookInput.x;
|
||||||
float TargetLean = -Vector3.Dot(Player.GroundVelocity / Player.MoveStyle.TargetVelocity, Camera.right) * Player.MoveStyle.LeanDegrees;
|
float TargetLean = -Vector3.Dot(Player.GroundVelocity / Player.MoveStyle.TargetVelocity, Camera.right) * Player.MoveStyle.LeanDegrees;
|
||||||
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
|
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
|
||||||
Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean);
|
Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean);
|
||||||
|
|
||||||
|
if (Time.time - PreviousPlayerUpdate >= 1f / PlayerUpdateFrequency) {
|
||||||
|
Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
|
||||||
|
Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
|
||||||
|
Move = Quaternion.Euler(0, Player.Yaw, 0) * Move;
|
||||||
|
Player.MoveDirection = Move;
|
||||||
|
Player.CurrentMoveStyle = CrouchAction.ReadValue<float>() > 0 ? (byte)1 : (byte)0;
|
||||||
|
Player.Jumping = WantsToJump;
|
||||||
|
PreviousPlayerUpdate = Time.time;
|
||||||
|
|
||||||
|
WantsToJump = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,17 +9,11 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
/// <summary>How long after running off a cliff should the player be considered "on ground"?</summary>
|
/// <summary>How long after running off a cliff should the player be considered "on ground"?</summary>
|
||||||
public float CoyoteTime;
|
public float CoyoteTime;
|
||||||
|
|
||||||
public MoveStyle RunningMoveStyle;
|
public MoveStyle[] MoveStyles;
|
||||||
public MoveStyle CrouchingMoveStyle;
|
|
||||||
public Transform Head;
|
public Transform Head;
|
||||||
public Transform Body;
|
public Transform Body;
|
||||||
public Transform Gun;
|
public Transform Gun;
|
||||||
|
public Animator GunBobber;
|
||||||
[Header("Gun bobbing")]
|
|
||||||
public Vector3 GunBobFrom;
|
|
||||||
public Vector3 GunBobTo;
|
|
||||||
public float GunBobFrequency;
|
|
||||||
public AnimationCurve GunBobCurve;
|
|
||||||
|
|
||||||
[Header("Player rotation status")]
|
[Header("Player rotation status")]
|
||||||
/// <summary>The pitch of the player's head.</summary>
|
/// <summary>The pitch of the player's head.</summary>
|
||||||
@ -41,7 +35,8 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
public float InputSpeed;
|
public float InputSpeed;
|
||||||
|
|
||||||
/// <summary>The way the player is moving.</summary>
|
/// <summary>The way the player is moving.</summary>
|
||||||
public MoveStyle MoveStyle;
|
public byte CurrentMoveStyle = 0;
|
||||||
|
public MoveStyle MoveStyle => MoveStyles[CurrentMoveStyle];
|
||||||
|
|
||||||
[Header("Runtime computed values")]
|
[Header("Runtime computed values")]
|
||||||
/// <summary>The speed at which the player is currently moving across the ground.</summary>
|
/// <summary>The speed at which the player is currently moving across the ground.</summary>
|
||||||
@ -92,8 +87,6 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
}
|
}
|
||||||
Body.localRotation = Quaternion.Lerp(Body.localRotation, Quaternion.Euler(0, BodyYaw, 0), 20f * Time.deltaTime);
|
Body.localRotation = Quaternion.Lerp(Body.localRotation, Quaternion.Euler(0, BodyYaw, 0), 20f * Time.deltaTime);
|
||||||
Head.localRotation = Quaternion.Lerp(Head.localRotation, Quaternion.Euler(Pitch, Yaw - BodyYaw, 0), 15f * Time.deltaTime);
|
Head.localRotation = Quaternion.Lerp(Head.localRotation, Quaternion.Euler(Pitch, Yaw - BodyYaw, 0), 15f * Time.deltaTime);
|
||||||
Vector3 GunTargetPosition = Vector3.Lerp(GunBobFrom, GunBobTo, GunBobCurve.Evaluate(Time.time * GunBobFrequency));
|
|
||||||
Gun.localPosition = Vector3.Lerp(Gun.localPosition, GunTargetPosition * GroundVelocity.magnitude / MoveStyle.TargetVelocity, 20f * Time.deltaTime);
|
|
||||||
UpdateMovement();
|
UpdateMovement();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -145,6 +138,9 @@ namespace NeonTea.Quakeball.Player {
|
|||||||
Color.green, 1.0f
|
Color.green, 1.0f
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
||||||
|
GunBobber.SetLayerWeight(1, Mathf.Lerp(GunBobber.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -68,6 +68,16 @@
|
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"key": "UVEditor.showPreviewMaterial",
|
"key": "UVEditor.showPreviewMaterial",
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"value": "{\"m_Value\":true}"
|
"value": "{\"m_Value\":true}"
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},
|
},
|
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|
{
|
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|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
|
"key": "mesh.newShapesSnapToGrid",
|
||||||
|
"value": "{\"m_Value\":true}"
|
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|
},
|
||||||
|
{
|
||||||
|
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
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|
"key": "mesh.meshColliderIsConvex",
|
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|
"value": "{\"m_Value\":false}"
|
||||||
|
},
|
||||||
{
|
{
|
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"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "editor.rectSelectModifier",
|
"key": "editor.rectSelectModifier",
|
||||||
@ -81,12 +91,42 @@
|
|||||||
{
|
{
|
||||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
"key": "editor.selectMode",
|
"key": "editor.selectMode",
|
||||||
"value": "{\"m_Value\":8}"
|
"value": "{\"m_Value\":1}"
|
||||||
},
|
},
|
||||||
{
|
{
|
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"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||||
"key": "uv.uvEditorGridSnapIncrement",
|
"key": "uv.uvEditorGridSnapIncrement",
|
||||||
"value": "{\"m_Value\":0.125}"
|
"value": "{\"m_Value\":0.125}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.newShapePivotLocation",
|
||||||
|
"value": "{\"m_Value\":1}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.shadowCastingMode",
|
||||||
|
"value": "{\"m_Value\":1}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.userMaterial",
|
||||||
|
"value": "{\"m_Value\":{\"instanceID\":0}}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEditor.StaticEditorFlags, UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.defaultStaticEditorFlags",
|
||||||
|
"value": "{\"m_Value\":0}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "mesh.newShapeColliderType",
|
||||||
|
"value": "{\"m_Value\":2}"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||||
|
"key": "lightmapping.defaultLightmapUnwrapParameters",
|
||||||
|
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user