Add Teevee, Add TestGun and add RightHandAnchor
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|
@ -1,6 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using NeonTea.Quakeball.Players;
|
using NeonTea.Quakeball.Players;
|
||||||
|
using NeonTea.Quakeball.Items;
|
||||||
using NeonTea.Quakeball.Util;
|
using NeonTea.Quakeball.Util;
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Animation {
|
namespace NeonTea.Quakeball.Animation {
|
||||||
@ -21,8 +22,6 @@ namespace NeonTea.Quakeball.Animation {
|
|||||||
|
|
||||||
[Header("Gun holding")]
|
[Header("Gun holding")]
|
||||||
public bool GunGluedToHand = true;
|
public bool GunGluedToHand = true;
|
||||||
public Transform Gun;
|
|
||||||
public Transform GunHandle;
|
|
||||||
|
|
||||||
private Animator Animator;
|
private Animator Animator;
|
||||||
private Transform BehindHand;
|
private Transform BehindHand;
|
||||||
@ -60,7 +59,7 @@ namespace NeonTea.Quakeball.Animation {
|
|||||||
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
|
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
|
||||||
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
|
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
|
||||||
if (GunGluedToHand) {
|
if (GunGluedToHand) {
|
||||||
Gun.parent = Animator.transform;
|
Player.Gun.transform.parent = Animator.transform;
|
||||||
}
|
}
|
||||||
AddRigidbodyToRagdoll(Animator.transform);
|
AddRigidbodyToRagdoll(Animator.transform);
|
||||||
StopRagdoll();
|
StopRagdoll();
|
||||||
@ -102,10 +101,10 @@ namespace NeonTea.Quakeball.Animation {
|
|||||||
HeadCollider.eulerAngles = Head.eulerAngles;
|
HeadCollider.eulerAngles = Head.eulerAngles;
|
||||||
|
|
||||||
if (GunGluedToHand) {
|
if (GunGluedToHand) {
|
||||||
Vector3 GunOffset = GunHandle.position - Gun.position;
|
Vector3 GunOffset = Player.Gun.RightHandAnchor.position - Player.Gun.transform.position;
|
||||||
Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized;
|
Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized;
|
||||||
Gun.position = BehindHand.position - GunOffset;
|
Player.Gun.transform.position = BehindHand.position - GunOffset;
|
||||||
Gun.LookAt(Gun.position + GunDirection);
|
Player.Gun.transform.LookAt(Player.Gun.transform.position + GunDirection);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,6 +7,7 @@ namespace NeonTea.Quakeball.Items {
|
|||||||
|
|
||||||
public abstract float Cooldown { get; }
|
public abstract float Cooldown { get; }
|
||||||
public abstract Animator Animator { get; }
|
public abstract Animator Animator { get; }
|
||||||
|
public abstract Transform RightHandAnchor { get; }
|
||||||
|
|
||||||
public abstract void Shoot(Player source);
|
public abstract void Shoot(Player source);
|
||||||
public abstract void OnSwitched();
|
public abstract void OnSwitched();
|
||||||
|
@ -11,8 +11,10 @@ namespace NeonTea.Quakeball.Items {
|
|||||||
|
|
||||||
public override float Cooldown => RaygunCooldown;
|
public override float Cooldown => RaygunCooldown;
|
||||||
public override Animator Animator => RaygunAnimator;
|
public override Animator Animator => RaygunAnimator;
|
||||||
|
public override Transform RightHandAnchor => Handle;
|
||||||
|
|
||||||
public float RaygunCooldown = 1;
|
public float RaygunCooldown = 1;
|
||||||
|
public Transform Handle;
|
||||||
|
|
||||||
[Header("Visuals")]
|
[Header("Visuals")]
|
||||||
public GameObject LaserPrefab;
|
public GameObject LaserPrefab;
|
||||||
|
Loading…
Reference in New Issue
Block a user