Add gun animation and use new sound

This commit is contained in:
Jens Pitkänen 2020-08-10 21:04:32 +03:00
parent 4c70ab991b
commit 55d755a4e5
6 changed files with 1541 additions and 8 deletions

File diff suppressed because it is too large Load Diff

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@ -20,7 +20,7 @@ namespace NeonTea.Quakeball.Players {
public MoveStyle[] MoveStyles; public MoveStyle[] MoveStyles;
public Transform Gun; public Transform Gun;
public Animator GunBobber; public Animator GunAnimator;
public SoldierProceduralAnimator SoldierProceduralAnimator; public SoldierProceduralAnimator SoldierProceduralAnimator;
@ -191,6 +191,7 @@ namespace NeonTea.Quakeball.Players {
break; break;
} }
GunAnimator.SetBool("Shot", true);
GameObject LaserEffect = Instantiate(LaserPrefab); GameObject LaserEffect = Instantiate(LaserPrefab);
Laser Laser = LaserEffect.GetComponent<Laser>(); Laser Laser = LaserEffect.GetComponent<Laser>();
Laser.From = GunPoint; Laser.From = GunPoint;
@ -289,6 +290,7 @@ namespace NeonTea.Quakeball.Players {
} }
private void LateUpdate() { private void LateUpdate() {
GunAnimator.SetBool("Shot", false);
UpdateMovement(); UpdateMovement();
} }
@ -341,7 +343,7 @@ namespace NeonTea.Quakeball.Players {
} }
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0; float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
GunBobber.SetLayerWeight(1, Mathf.Lerp(GunBobber.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime)); GunAnimator.SetLayerWeight(1, Mathf.Lerp(GunAnimator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
} }
} }
} }