Refactor player
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path:
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m_PPtrCurves: []
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script: {fileID: 0}
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@ -181,7 +181,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.x
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path: BobbingRoot
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path:
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script: {fileID: 0}
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@ -207,7 +207,7 @@ AnimationClip:
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@ -218,7 +218,7 @@ AnimationClip:
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m_RotationOrder: 4
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path: BobbingRoot
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path:
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script: {fileID: 0}
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@ -255,7 +255,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.z
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path: BobbingRoot
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path:
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script: {fileID: 0}
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@ -270,6 +270,15 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.33333334
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inSlope: 0
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outWeight: 0.33333334
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time: 0.6666667
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value: 0
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@ -279,6 +288,15 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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outWeight: 0.33333334
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time: 1.3333334
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value: 0
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@ -292,7 +310,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: localEulerAnglesRaw.x
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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- curve:
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@ -307,6 +325,15 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 0.33333334
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value: 0
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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time: 0.6666667
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value: 0
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@ -316,6 +343,15 @@ AnimationClip:
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 1
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value: 0
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inSlope: 0
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tangentMode: 136
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weightedMode: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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- serializedVersion: 3
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time: 1.3333334
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value: 0
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@ -329,7 +365,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: localEulerAnglesRaw.y
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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- curve:
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@ -384,7 +420,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: localEulerAnglesRaw.z
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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m_EulerEditorCurves:
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@ -395,7 +431,7 @@ AnimationClip:
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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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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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- curve:
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@ -405,7 +441,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
|
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attribute: m_LocalEulerAngles.y
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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- curve:
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@ -415,9 +451,9 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
|
||||
attribute: m_LocalEulerAngles.x
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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m_HasGenericRootTransform: 0
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m_HasGenericRootTransform: 1
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m_HasMotionFloatCurves: 0
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m_Events: []
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|
@ -20,7 +20,7 @@ AnimationClip:
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: {x: 0, y: -0.2, z: 0}
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value: {x: 0, y: 0, z: 0}
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inSlope: {x: 0, y: 0, z: 0}
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outSlope: {x: 0, y: 0, z: 0}
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@ -29,7 +29,7 @@ AnimationClip:
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@ -38,7 +38,7 @@ AnimationClip:
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time: 0.45
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value: {x: 0, y: 0, z: 0}
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outSlope: {x: 0, y: 0, z: 0}
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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_RotationOrder: 4
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path: BobbingRoot
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path:
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m_ScaleCurves: []
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m_FloatCurves: []
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m_PPtrCurves: []
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@ -60,7 +60,7 @@ AnimationClip:
|
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m_ClipBindingConstant:
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genericBindings:
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- serializedVersion: 2
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path: 3042182627
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path: 0
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attribute: 1
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script: {fileID: 0}
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@ -122,7 +122,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.x
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path: BobbingRoot
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path:
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script: {fileID: 0}
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@ -130,7 +130,7 @@ AnimationClip:
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@ -139,7 +139,7 @@ AnimationClip:
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@ -148,7 +148,7 @@ AnimationClip:
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@ -159,7 +159,7 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.y
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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- curve:
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@ -196,10 +196,10 @@ AnimationClip:
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_LocalPosition.z
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path: BobbingRoot
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path:
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classID: 4
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script: {fileID: 0}
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m_EulerEditorCurves: []
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m_HasGenericRootTransform: 0
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m_HasGenericRootTransform: 1
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m_HasMotionFloatCurves: 0
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m_Events: []
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|
@ -1,71 +1,58 @@
|
||||
using UnityEngine;
|
||||
using NeonTea.Quakeball.Players;
|
||||
using NeonTea.Quakeball.Util;
|
||||
|
||||
namespace NeonTea.Quakeball.Animation {
|
||||
/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
|
||||
public class SoldierProceduralAnimator : MonoBehaviour {
|
||||
public enum SoldierModel {
|
||||
Female = 0,
|
||||
Male = 1,
|
||||
}
|
||||
|
||||
public Animator[] Soldiers;
|
||||
public SoldierModel Model;
|
||||
public Player Player;
|
||||
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>();
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
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
|
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MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user