Refactor player

This commit is contained in:
Jens Pitkänen 2020-08-09 20:33:23 +03:00
parent 2ac6974bca
commit 44f149c16d
8 changed files with 673 additions and 1101 deletions

File diff suppressed because it is too large Load Diff

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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;
} }
} }
} }

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@ -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;
} }
} }

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@ -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;
}
}
}

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