Add proper player model

This commit is contained in:
Jens Pitkänen 2020-08-08 22:30:13 +03:00
parent 552b25da7c
commit b4924df6a8
17 changed files with 928 additions and 875 deletions

View File

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@ -4,33 +4,66 @@ using NeonTea.Quakeball.Players;
namespace NeonTea.Quakeball.Animation {
/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
public class SoldierProceduralAnimator : MonoBehaviour {
public Transform Torso;
public Transform Head;
public Player Player;
public Animator Soldier;
public Transform HeadCollider;
private Transform Body;
private Transform Torso;
private Transform Head;
private Vector3 BodyBaseEulers;
private Vector3 TorsoBaseEulers;
private Vector3 HeadBaseEulers;
private Vector3 BodyEulers;
private Vector3 TorsoEulers;
private Vector3 HeadEulers;
private float BodyYaw = 0;
private void Awake() {
Body = Soldier.transform;
Torso = GameObject.FindGameObjectWithTag("PlayerTorso").transform;
Head = GameObject.FindGameObjectWithTag("PlayerHead").transform;
HeadCollider.parent = Head;
BodyEulers = BodyBaseEulers = Body.localEulerAngles;
TorsoEulers = TorsoBaseEulers = Torso.localEulerAngles;
HeadEulers = HeadBaseEulers = Head.localEulerAngles;
}
private void Update() {
Soldier.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
}
private void LateUpdate() {
float Yaw = Player.Yaw;
if (Player.MoveDirection.magnitude > 0) {
float NewBodyYaw = Vector3.SignedAngle(Vector3.forward, Player.MoveDirection, Vector3.up);
if (BodyYaw < -90 && NewBodyYaw > 90) {
BodyEulers += new Vector3(0, 360, 0);
}
if (BodyYaw > 90 && NewBodyYaw < -90) {
BodyEulers -= new Vector3(0, 360, 0);
}
BodyYaw = NewBodyYaw;
}
float Yaw = Player.Yaw - BodyYaw;
while (Yaw < -180) {
Yaw += 360;
}
while (Yaw > 180) {
Yaw -= 360;
}
Vector3 TargetTorsoEulers = TorsoBaseEulers + new Vector3(0, Yaw * 0.5f, 0);
Vector3 TargetBodyEulers = BodyBaseEulers + new Vector3(0, BodyYaw, 0);
BodyEulers = Vector3.Lerp(BodyEulers, TargetBodyEulers, 10f * Time.deltaTime);
Body.localEulerAngles = BodyEulers;
Vector3 TargetTorsoEulers = TorsoBaseEulers + new Vector3(0, Yaw, 0);
TorsoEulers = Vector3.Lerp(TorsoEulers, TargetTorsoEulers, 10f * Time.deltaTime);
Torso.localEulerAngles = TorsoEulers;
Vector3 TargetHeadEulers = HeadBaseEulers + new Vector3(-Player.Pitch, Yaw * 0.5f, 0);
Vector3 TargetHeadEulers = HeadBaseEulers + new Vector3(-Player.Pitch, 0, 0);
HeadEulers = Vector3.Lerp(HeadEulers, TargetHeadEulers, 10f * Time.deltaTime);
Head.localEulerAngles = HeadEulers;
}

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@ -20,8 +20,6 @@ namespace NeonTea.Quakeball.Players {
public float UpdateFrequency = 1f;
public MoveStyle[] MoveStyles;
public Transform Head;
public Transform Body;
public Transform Gun;
public Animator GunBobber;
@ -53,8 +51,6 @@ namespace NeonTea.Quakeball.Players {
public float Pitch;
/// <summary>The total yaw of the player. Head yaw is Yaw - BodyYaw.</summary>
public float Yaw;
/// <summary>The yaw of the player body. Calculated from MoveDirection.</summary>
public float BodyYaw;
[Header("Player movement status")]
/// <summary>The direction the player is going.</summary>
@ -271,12 +267,6 @@ namespace NeonTea.Quakeball.Players {
}
}
if (MoveDirection.magnitude > 0) {
BodyYaw = Vector3.SignedAngle(Vector3.forward, MoveDirection, Vector3.up);
}
Body.localRotation = Quaternion.Lerp(Body.localRotation, Quaternion.Euler(0, BodyYaw, 0), 20f * Time.deltaTime);
Head.localRotation = Quaternion.Lerp(Head.localRotation, Quaternion.Euler(Pitch, Yaw, 0), 15f * Time.deltaTime);
float TargetLean = -Vector3.Dot(GroundVelocity / MoveStyle.TargetVelocity, CameraRoot.right) * MoveStyle.LeanDegrees;
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
CameraRoot.localEulerAngles = new Vector3(Pitch, Yaw, Lean);

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@ -8,6 +8,8 @@ TagManager:
- RemotePlayer
- Net
- DeadScreen
- PlayerTorso
- PlayerHead
layers:
- Default
- TransparentFX

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