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--- !u!95 &7931246460515997121 stripped
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@ -3744,73 +3620,28 @@ Animator:
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@ -48,6 +48,12 @@ namespace NeonTea.Quakeball.Animation {
|
||||
Animator.enabled = true;
|
||||
}
|
||||
|
||||
public void OnItemSwitched() {
|
||||
if (GunGluedToHand) {
|
||||
Player.CurrentItem.transform.parent = Animator.transform;
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake() {
|
||||
foreach (Animator animator in Soldiers) {
|
||||
animator.gameObject.SetActive(false);
|
||||
@ -58,9 +64,6 @@ namespace NeonTea.Quakeball.Animation {
|
||||
Torso = TransformUtil.FindChildWithName(Animator.transform, "RIBS");
|
||||
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
|
||||
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
|
||||
if (GunGluedToHand) {
|
||||
Player.Gun.transform.parent = Animator.transform;
|
||||
}
|
||||
AddRigidbodyToRagdoll(Animator.transform);
|
||||
StopRagdoll();
|
||||
}
|
||||
@ -100,11 +103,11 @@ namespace NeonTea.Quakeball.Animation {
|
||||
HeadCollider.position = Head.position;
|
||||
HeadCollider.eulerAngles = Head.eulerAngles;
|
||||
|
||||
if (GunGluedToHand) {
|
||||
Vector3 GunOffset = Player.Gun.RightHandAnchor.position - Player.Gun.transform.position;
|
||||
if (GunGluedToHand && Player.CurrentItem != null) {
|
||||
Vector3 GunOffset = Player.CurrentItem.RightHandAnchor.position - Player.CurrentItem.transform.position;
|
||||
Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized;
|
||||
Player.Gun.transform.position = BehindHand.position - GunOffset;
|
||||
Player.Gun.transform.LookAt(Player.Gun.transform.position + GunDirection);
|
||||
Player.CurrentItem.transform.position = BehindHand.position - GunOffset;
|
||||
Player.CurrentItem.transform.LookAt(Player.CurrentItem.transform.position + GunDirection);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -8,10 +8,11 @@ namespace NeonTea.Quakeball.Items {
|
||||
public abstract float Cooldown { get; }
|
||||
public abstract Animator Animator { get; }
|
||||
public abstract Transform RightHandAnchor { get; }
|
||||
public Player Holder;
|
||||
|
||||
public abstract void Shoot(Player source);
|
||||
public abstract void OnSwitched();
|
||||
public abstract void OnSwitchedOut();
|
||||
public abstract void Switched();
|
||||
public abstract void SwitchedOut();
|
||||
|
||||
}
|
||||
}
|
@ -19,6 +19,7 @@ namespace NeonTea.Quakeball.Items {
|
||||
[Header("Visuals")]
|
||||
public GameObject LaserPrefab;
|
||||
public Animator RaygunAnimator;
|
||||
public Transform ScopeCamera;
|
||||
|
||||
[Header("Shooting details")]
|
||||
public Transform BulletSourcePoint;
|
||||
@ -68,14 +69,19 @@ namespace NeonTea.Quakeball.Items {
|
||||
GunShotAudioSource.PlayOneShot(RaygunClip);
|
||||
}
|
||||
|
||||
public override void Switched() {
|
||||
}
|
||||
|
||||
public override void SwitchedOut() {
|
||||
GameObject.Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
ScopeCamera.transform.localPosition = -Holder.ItemRoot.transform.localPosition;
|
||||
}
|
||||
|
||||
private void LateUpdate() {
|
||||
RaygunAnimator.SetBool("Shot", false);
|
||||
}
|
||||
|
||||
public override void OnSwitched() {
|
||||
}
|
||||
|
||||
public override void OnSwitchedOut() {
|
||||
}
|
||||
}
|
||||
}
|
@ -18,6 +18,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
private InputAction CrouchAction;
|
||||
private InputAction JumpAction;
|
||||
private InputAction ShootAction;
|
||||
private InputAction SwitchUpAction;
|
||||
|
||||
private float PreviousPlayerUpdate = -1;
|
||||
private float PreviousPlayerFullSync = -1;
|
||||
@ -52,7 +53,15 @@ namespace NeonTea.Quakeball.Players {
|
||||
Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
|
||||
}
|
||||
Player.Shoot();
|
||||
};
|
||||
};/*
|
||||
ShootAction = new InputAction("Shoot", binding: "<Mouse>/leftButton");
|
||||
ShootAction.performed += _ => {
|
||||
if (Networking.Net.Singleton.Instance != null) {
|
||||
ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
|
||||
Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
|
||||
}
|
||||
Player.Shoot();
|
||||
};*/
|
||||
|
||||
Terminal.Singleton.RegisterCommand("tp", args => {
|
||||
if (args.Length != 3) {
|
||||
|
@ -20,10 +20,15 @@ namespace NeonTea.Quakeball.Players {
|
||||
public float PingBias;
|
||||
|
||||
public MoveStyle[] MoveStyles;
|
||||
public Item Gun;
|
||||
|
||||
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
||||
|
||||
[Header("Item related")]
|
||||
public Transform ItemRoot;
|
||||
public GameObject[] PossibleItems;
|
||||
public int CurrentItemIdx;
|
||||
public Item CurrentItem;
|
||||
|
||||
[Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")]
|
||||
public GameObject[] DisabledOnDeath;
|
||||
|
||||
@ -155,8 +160,8 @@ namespace NeonTea.Quakeball.Players {
|
||||
if (Time.time < next) {
|
||||
return;
|
||||
}
|
||||
NextAllowedShot = Time.time + Gun.Cooldown;
|
||||
Gun.Shoot(this);
|
||||
NextAllowedShot = Time.time + CurrentItem.Cooldown;
|
||||
CurrentItem.Shoot(this);
|
||||
}
|
||||
|
||||
public void Hit(ulong sourceUid) {
|
||||
@ -214,6 +219,20 @@ namespace NeonTea.Quakeball.Players {
|
||||
return CharacterController.isGrounded && Vector3.Dot(GravitationalVelocity, Vector3.down) >= 0;
|
||||
}
|
||||
|
||||
public void SwitchItem(int index) {
|
||||
if (CurrentItem != null) {
|
||||
CurrentItem.SwitchedOut();
|
||||
}
|
||||
GameObject obj = GameObject.Instantiate(PossibleItems[index]);
|
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Vector3 localPos = obj.transform.localPosition;
|
||||
obj.transform.parent = ItemRoot.transform;
|
||||
obj.transform.localPosition = localPos;
|
||||
CurrentItem = obj.GetComponent<Item>();
|
||||
CurrentItem.Holder = this;
|
||||
CurrentItem.Switched();
|
||||
SoldierProceduralAnimator.OnItemSwitched();
|
||||
}
|
||||
|
||||
/// <summary>The normal of the ground below the player. If there is no ground, it's <c>Vector3.up</c> by default.</summary>
|
||||
private Vector3 GroundCast() {
|
||||
RaycastHit hit;
|
||||
@ -228,6 +247,10 @@ namespace NeonTea.Quakeball.Players {
|
||||
}
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
SwitchItem(CurrentItemIdx);
|
||||
}
|
||||
|
||||
private void Awake() {
|
||||
CharacterController = GetComponent<CharacterController>();
|
||||
FeetPosition = transform.position + CharacterController.center - Vector3.up * (CharacterController.height / 2 + CharacterController.skinWidth / 2);
|
||||
@ -302,7 +325,7 @@ namespace NeonTea.Quakeball.Players {
|
||||
|
||||
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
|
||||
|
||||
Gun.Animator.SetLayerWeight(1, Mathf.Lerp(Gun.Animator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
||||
CurrentItem.Animator.SetLayerWeight(1, Mathf.Lerp(CurrentItem.Animator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
|
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}
|
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}
|
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}
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Binary file not shown.
Loading…
Reference in New Issue
Block a user