From 44f149c16dbd43b0d455fcc293574a36e01693b5 Mon Sep 17 00:00:00 2001 From: Jens Pitkanen Date: Sun, 9 Aug 2020 20:33:23 +0300 Subject: [PATCH] Refactor player --- Assets/GameObjects/Prefabs/LocalPlayer.prefab | 717 ++++++++------- Assets/GameObjects/Prefabs/Player.prefab | 846 ++++-------------- Assets/Graphics/Animation/Gun/GunIdle.anim | 76 +- Assets/Graphics/Animation/Gun/GunWalk.anim | 24 +- .../Animation/SoldierProceduralAnimator.cs | 79 +- Assets/Scripts/Interface/StatScreen.cs | 1 + Assets/Scripts/Util/TransformUtil.cs | 20 + Assets/Scripts/Util/TransformUtil.cs.meta | 11 + 8 files changed, 673 insertions(+), 1101 deletions(-) create mode 100644 Assets/Scripts/Util/TransformUtil.cs create mode 100644 Assets/Scripts/Util/TransformUtil.cs.meta diff --git a/Assets/GameObjects/Prefabs/LocalPlayer.prefab b/Assets/GameObjects/Prefabs/LocalPlayer.prefab index 4916516..bccfa2a 100644 --- a/Assets/GameObjects/Prefabs/LocalPlayer.prefab +++ b/Assets/GameObjects/Prefabs/LocalPlayer.prefab @@ -1,6 +1,6 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: ---- !u!1 &300982098977065455 +--- !u!1 &7709556561234104174 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -8,37 +8,37 @@ GameObject: m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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public Animator Soldier; public Transform HeadCollider; - private Transform Body; - private Transform Torso; - private Transform Head; - - private Vector3 BodyBaseEulers; - private Vector3 TorsoBaseEulers; - private Vector3 HeadBaseEulers; - - private Vector3 BodyEulers; - private Vector3 TorsoEulers; - private Vector3 HeadEulers; + [Header("Gun holding")] + public bool GunGluedToHand = true; + public Transform Gun; + public Transform GunHandle; + private Animator Animator; private float BodyYaw = 0; + private Transform BehindHand; + private Transform FrontHand; private void Awake() { - Body = Soldier.transform; - Torso = GameObject.FindGameObjectWithTag("PlayerTorso").transform; - Head = GameObject.FindGameObjectWithTag("PlayerHead").transform; + foreach (Animator animator in Soldiers) { + animator.gameObject.SetActive(false); + } + Animator = Soldiers[(int)Model].GetComponent(); + Animator.gameObject.SetActive(true); + Transform Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD"); HeadCollider.parent = Head; - BodyEulers = BodyBaseEulers = Body.localEulerAngles; - TorsoEulers = TorsoBaseEulers = Torso.localEulerAngles; - HeadEulers = HeadBaseEulers = Head.localEulerAngles; + BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R"); + FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L"); } private void Update() { - Soldier.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity); + Animator.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity); } private void LateUpdate() { - if (Player.MoveDirection.magnitude > 0) { - float NewBodyYaw = Vector3.SignedAngle(Vector3.forward, Player.MoveDirection, Vector3.up); - if (BodyYaw < -90 && NewBodyYaw > 90) { - BodyEulers += new Vector3(0, 360, 0); - } - if (BodyYaw > 90 && NewBodyYaw < -90) { - BodyEulers -= new Vector3(0, 360, 0); - } - BodyYaw = NewBodyYaw; + if (Player.GroundVelocity.magnitude > 0) { + BodyYaw = Vector3.SignedAngle(Vector3.forward, Player.GroundVelocity.normalized, Vector3.up); } - float Yaw = Player.Yaw - BodyYaw; - while (Yaw < -180) { - Yaw += 360; + transform.localEulerAngles = new Vector3(0, BodyYaw, 0); + + if (GunGluedToHand) { + Vector3 GunOffset = GunHandle.position - Gun.position; + Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized; + Gun.position = BehindHand.position - GunOffset; + Gun.LookAt(Gun.position + GunDirection); } - while (Yaw > 180) { - Yaw -= 360; - } - - Vector3 TargetBodyEulers = BodyBaseEulers + new Vector3(0, BodyYaw, 0); - BodyEulers = Vector3.Lerp(BodyEulers, TargetBodyEulers, 10f * Time.deltaTime); - Body.localEulerAngles = BodyEulers; - - Vector3 TargetTorsoEulers = TorsoBaseEulers + new Vector3(0, Yaw, 0); - TorsoEulers = Vector3.Lerp(TorsoEulers, TargetTorsoEulers, 10f * Time.deltaTime); - Torso.localEulerAngles = TorsoEulers; - - Vector3 TargetHeadEulers = HeadBaseEulers + new Vector3(-Player.Pitch, 0, 0); - HeadEulers = Vector3.Lerp(HeadEulers, TargetHeadEulers, 10f * Time.deltaTime); - Head.localEulerAngles = HeadEulers; } } } diff --git a/Assets/Scripts/Interface/StatScreen.cs b/Assets/Scripts/Interface/StatScreen.cs index 777096a..620c8fc 100644 --- a/Assets/Scripts/Interface/StatScreen.cs +++ b/Assets/Scripts/Interface/StatScreen.cs @@ -43,6 +43,7 @@ namespace NeonTea.Quakeball.Interface { BackroundPanel.gameObject.SetActive(Open); if (Open && (Time.time - LastUpdate) > 0.5f && Net.Singleton.Instance != null) { UpdateRows(); + LastUpdate = Time.time; } } diff --git a/Assets/Scripts/Util/TransformUtil.cs b/Assets/Scripts/Util/TransformUtil.cs new file mode 100644 index 0000000..0fb1511 --- /dev/null +++ b/Assets/Scripts/Util/TransformUtil.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace NeonTea.Quakeball.Util { + public static class TransformUtil { + public static Transform FindChildWithName(Transform t, string name) { + if (t.name == name) { + return t; + } + for (int i = 0; i < t.childCount; i++) { + Transform child = FindChildWithName(t.GetChild(i), name); + if (child != null) { + return child; + } + } + return null; + } + } +} diff --git a/Assets/Scripts/Util/TransformUtil.cs.meta b/Assets/Scripts/Util/TransformUtil.cs.meta new file mode 100644 index 0000000..323adb7 --- /dev/null +++ b/Assets/Scripts/Util/TransformUtil.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e6e4dc0494f156142b4059faa86c7486 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: