Add Teevee, Add TestGun and add RightHandAnchor
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--- !u!1 &1002460576
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|
@ -1,6 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using NeonTea.Quakeball.Players;
|
||||
using NeonTea.Quakeball.Items;
|
||||
using NeonTea.Quakeball.Util;
|
||||
|
||||
namespace NeonTea.Quakeball.Animation {
|
||||
@ -21,8 +22,6 @@ namespace NeonTea.Quakeball.Animation {
|
||||
|
||||
[Header("Gun holding")]
|
||||
public bool GunGluedToHand = true;
|
||||
public Transform Gun;
|
||||
public Transform GunHandle;
|
||||
|
||||
private Animator Animator;
|
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private Transform BehindHand;
|
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@ -60,7 +59,7 @@ namespace NeonTea.Quakeball.Animation {
|
||||
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
|
||||
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
|
||||
if (GunGluedToHand) {
|
||||
Gun.parent = Animator.transform;
|
||||
Player.Gun.transform.parent = Animator.transform;
|
||||
}
|
||||
AddRigidbodyToRagdoll(Animator.transform);
|
||||
StopRagdoll();
|
||||
@ -102,10 +101,10 @@ namespace NeonTea.Quakeball.Animation {
|
||||
HeadCollider.eulerAngles = Head.eulerAngles;
|
||||
|
||||
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;
|
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Gun.position = BehindHand.position - GunOffset;
|
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Gun.LookAt(Gun.position + GunDirection);
|
||||
Player.Gun.transform.position = BehindHand.position - GunOffset;
|
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Player.Gun.transform.LookAt(Player.Gun.transform.position + GunDirection);
|
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}
|
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}
|
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}
|
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|
@ -7,6 +7,7 @@ namespace NeonTea.Quakeball.Items {
|
||||
|
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public abstract float Cooldown { get; }
|
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public abstract Animator Animator { get; }
|
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public abstract Transform RightHandAnchor { get; }
|
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|
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public abstract void Shoot(Player source);
|
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public abstract void OnSwitched();
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|
@ -11,8 +11,10 @@ namespace NeonTea.Quakeball.Items {
|
||||
|
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public override float Cooldown => RaygunCooldown;
|
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public override Animator Animator => RaygunAnimator;
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public override Transform RightHandAnchor => Handle;
|
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|
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public float RaygunCooldown = 1;
|
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public Transform Handle;
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|
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[Header("Visuals")]
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public GameObject LaserPrefab;
|
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|
Loading…
Reference in New Issue
Block a user