Refactor player
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m_PostInfinity: 2
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m_RotationOrder: 4
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- curve:
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m_PostInfinity: 2
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m_RotationOrder: 4
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path:
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m_EulerEditorCurves:
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m_EulerEditorCurves:
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m_PostInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.z
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attribute: m_LocalEulerAngles.z
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m_PostInfinity: 2
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m_RotationOrder: 4
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m_PostInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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m_RotationOrder: 4
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attribute: m_LocalEulerAngles.x
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attribute: m_LocalEulerAngles.x
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path:
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m_Curve:
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tangentMode: 0
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@ -48,7 +48,7 @@ AnimationClip:
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_PostInfinity: 2
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path:
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m_FloatCurves: []
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m_FloatCurves: []
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m_PPtrCurves: []
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m_PPtrCurves: []
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m_ClipBindingConstant:
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genericBindings:
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|
@ -1,71 +1,58 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using NeonTea.Quakeball.Players;
|
using NeonTea.Quakeball.Players;
|
||||||
|
using NeonTea.Quakeball.Util;
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Animation {
|
namespace NeonTea.Quakeball.Animation {
|
||||||
/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
|
/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
|
||||||
public class SoldierProceduralAnimator : MonoBehaviour {
|
public class SoldierProceduralAnimator : MonoBehaviour {
|
||||||
|
public enum SoldierModel {
|
||||||
|
Female = 0,
|
||||||
|
Male = 1,
|
||||||
|
}
|
||||||
|
|
||||||
|
public Animator[] Soldiers;
|
||||||
|
public SoldierModel Model;
|
||||||
public Player Player;
|
public Player Player;
|
||||||
public Animator Soldier;
|
|
||||||
public Transform HeadCollider;
|
public Transform HeadCollider;
|
||||||
|
|
||||||
private Transform Body;
|
[Header("Gun holding")]
|
||||||
private Transform Torso;
|
public bool GunGluedToHand = true;
|
||||||
private Transform Head;
|
public Transform Gun;
|
||||||
|
public Transform GunHandle;
|
||||||
private Vector3 BodyBaseEulers;
|
|
||||||
private Vector3 TorsoBaseEulers;
|
|
||||||
private Vector3 HeadBaseEulers;
|
|
||||||
|
|
||||||
private Vector3 BodyEulers;
|
|
||||||
private Vector3 TorsoEulers;
|
|
||||||
private Vector3 HeadEulers;
|
|
||||||
|
|
||||||
|
private Animator Animator;
|
||||||
private float BodyYaw = 0;
|
private float BodyYaw = 0;
|
||||||
|
private Transform BehindHand;
|
||||||
|
private Transform FrontHand;
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
Body = Soldier.transform;
|
foreach (Animator animator in Soldiers) {
|
||||||
Torso = GameObject.FindGameObjectWithTag("PlayerTorso").transform;
|
animator.gameObject.SetActive(false);
|
||||||
Head = GameObject.FindGameObjectWithTag("PlayerHead").transform;
|
}
|
||||||
|
Animator = Soldiers[(int)Model].GetComponent<Animator>();
|
||||||
|
Animator.gameObject.SetActive(true);
|
||||||
|
Transform Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
|
||||||
HeadCollider.parent = Head;
|
HeadCollider.parent = Head;
|
||||||
BodyEulers = BodyBaseEulers = Body.localEulerAngles;
|
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
|
||||||
TorsoEulers = TorsoBaseEulers = Torso.localEulerAngles;
|
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
|
||||||
HeadEulers = HeadBaseEulers = Head.localEulerAngles;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
Soldier.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
|
Animator.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LateUpdate() {
|
private void LateUpdate() {
|
||||||
if (Player.MoveDirection.magnitude > 0) {
|
if (Player.GroundVelocity.magnitude > 0) {
|
||||||
float NewBodyYaw = Vector3.SignedAngle(Vector3.forward, Player.MoveDirection, Vector3.up);
|
BodyYaw = Vector3.SignedAngle(Vector3.forward, Player.GroundVelocity.normalized, 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;
|
|
||||||
}
|
}
|
||||||
float Yaw = Player.Yaw - BodyYaw;
|
transform.localEulerAngles = new Vector3(0, BodyYaw, 0);
|
||||||
while (Yaw < -180) {
|
|
||||||
Yaw += 360;
|
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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -43,6 +43,7 @@ namespace NeonTea.Quakeball.Interface {
|
|||||||
BackroundPanel.gameObject.SetActive(Open);
|
BackroundPanel.gameObject.SetActive(Open);
|
||||||
if (Open && (Time.time - LastUpdate) > 0.5f && Net.Singleton.Instance != null) {
|
if (Open && (Time.time - LastUpdate) > 0.5f && Net.Singleton.Instance != null) {
|
||||||
UpdateRows();
|
UpdateRows();
|
||||||
|
LastUpdate = Time.time;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
20
Assets/Scripts/Util/TransformUtil.cs
Normal file
20
Assets/Scripts/Util/TransformUtil.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Util/TransformUtil.cs.meta
Normal file
11
Assets/Scripts/Util/TransformUtil.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e6e4dc0494f156142b4059faa86c7486
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user