Possibly broken

This commit is contained in:
Sofia 2020-08-14 20:48:27 +03:00
parent 72f065e0d1
commit 79852b52fb
20 changed files with 592 additions and 279 deletions

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View File

@ -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);
}
}
}

View File

@ -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();
}
}

View File

@ -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() {
}
}
}

View File

@ -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) {

View File

@ -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]);
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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