Add Teevee, Add TestGun and add RightHandAnchor

This commit is contained in:
Sofia 2020-08-14 19:00:57 +03:00
parent 3fbd0393da
commit 72f065e0d1
17 changed files with 872 additions and 113 deletions

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--- !u!1 &1002460576 --- !u!1 &1002460576

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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);
} }
} }
} }

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@ -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();

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@ -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;