Add gun animation and use new sound
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531
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8
Assets/Graphics/Animation/Gun/GunShot.anim.meta
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8
Assets/Graphics/Animation/Gun/GunShot.anim.meta
Normal file
@ -0,0 +1,8 @@
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@ -20,7 +20,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
|
||||
public MoveStyle[] MoveStyles;
|
||||
public Transform Gun;
|
||||
public Animator GunBobber;
|
||||
public Animator GunAnimator;
|
||||
|
||||
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
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||||
@ -191,6 +191,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
break;
|
||||
}
|
||||
|
||||
GunAnimator.SetBool("Shot", true);
|
||||
GameObject LaserEffect = Instantiate(LaserPrefab);
|
||||
Laser Laser = LaserEffect.GetComponent<Laser>();
|
||||
Laser.From = GunPoint;
|
||||
@ -289,6 +290,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
}
|
||||
|
||||
private void LateUpdate() {
|
||||
GunAnimator.SetBool("Shot", false);
|
||||
UpdateMovement();
|
||||
}
|
||||
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||||
@ -341,7 +343,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user