Switch to new soldier model and animations
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@ -38,14 +38,20 @@ namespace NeonTea.Quakeball.Animation {
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|||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
Animator.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
|
float Right = Vector3.Dot(Player.GroundVelocity.normalized, transform.right);
|
||||||
|
float Forward = Vector3.Dot(Player.GroundVelocity.normalized, transform.forward);
|
||||||
|
float RelativeSpeed = Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity;
|
||||||
|
Right = Mathf.Clamp(Right * RelativeSpeed, -0.999f, 0.999f);
|
||||||
|
Forward = Mathf.Clamp(Forward * RelativeSpeed, -.999f, 0.999f);
|
||||||
|
// Square the circle:
|
||||||
|
Forward = 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward + 2 * Forward * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward - 2 * Forward * Mathf.Sqrt(2));
|
||||||
|
Right = 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward + 2 * Right * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward - 2 * Right * Mathf.Sqrt(2));
|
||||||
|
Animator.SetFloat("Forward", Forward);
|
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|
Animator.SetFloat("Right", Right);
|
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}
|
}
|
||||||
|
|
||||||
private void LateUpdate() {
|
private void LateUpdate() {
|
||||||
if (Player.GroundVelocity.magnitude > 0) {
|
transform.localEulerAngles = new Vector3(0, Player.Yaw, 0);
|
||||||
BodyYaw = Vector3.SignedAngle(Vector3.forward, Player.GroundVelocity.normalized, Vector3.up);
|
|
||||||
}
|
|
||||||
transform.localEulerAngles = new Vector3(0, BodyYaw, 0);
|
|
||||||
|
|
||||||
if (GunGluedToHand) {
|
if (GunGluedToHand) {
|
||||||
Vector3 GunOffset = GunHandle.position - Gun.position;
|
Vector3 GunOffset = GunHandle.position - Gun.position;
|
||||||
|
Loading…
Reference in New Issue
Block a user