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filterMode: 0 + filterMode: 1 aniso: -1 mipBias: -100 wrapU: -1 diff --git a/Assets/Scripts/Animation/SoldierProceduralAnimator.cs b/Assets/Scripts/Animation/SoldierProceduralAnimator.cs index 051a335..57b4877 100644 --- a/Assets/Scripts/Animation/SoldierProceduralAnimator.cs +++ b/Assets/Scripts/Animation/SoldierProceduralAnimator.cs @@ -4,33 +4,66 @@ using NeonTea.Quakeball.Players; namespace NeonTea.Quakeball.Animation { /// Animates the parts that can't be animated via the animation system, e.g. aiming. 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; } diff --git a/Assets/Scripts/Players/Player.cs b/Assets/Scripts/Players/Player.cs index ae5936a..d553c36 100644 --- a/Assets/Scripts/Players/Player.cs +++ b/Assets/Scripts/Players/Player.cs @@ -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; /// The total yaw of the player. Head yaw is Yaw - BodyYaw. public float Yaw; - /// The yaw of the player body. Calculated from MoveDirection. - public float BodyYaw; [Header("Player movement status")] /// The direction the player is going. @@ -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); diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 9c0210c..ba375fd 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -8,6 +8,8 @@ TagManager: - RemotePlayer - Net - DeadScreen + - PlayerTorso + - PlayerHead layers: - Default - TransparentFX diff --git a/RawAssets/Soldier/Drone.blend b/RawAssets/Soldier/Drone.blend new file mode 100644 index 0000000..8a27177 Binary files /dev/null and b/RawAssets/Soldier/Drone.blend differ diff --git a/RawAssets/Soldier/SniperRifle.blend b/RawAssets/Soldier/SniperRifle.blend new file mode 100644 index 0000000..944befd Binary files /dev/null and b/RawAssets/Soldier/SniperRifle.blend differ diff --git a/RawAssets/Soldier/SoldierF.blend b/RawAssets/Soldier/SoldierF.blend new file mode 100644 index 0000000..ce97098 Binary files /dev/null and b/RawAssets/Soldier/SoldierF.blend differ diff --git a/RawAssets/Soldier/SoldierM.blend b/RawAssets/Soldier/SoldierM.blend new file mode 100644 index 0000000..121b0ff Binary files /dev/null and b/RawAssets/Soldier/SoldierM.blend differ