diff --git a/Assets/GameObjects/Prefabs/LocalPlayer.prefab b/Assets/GameObjects/Prefabs/LocalPlayer.prefab
index 1659c55..4916516 100644
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diff --git a/Assets/GameObjects/Scenes/TestScene.unity b/Assets/GameObjects/Scenes/TestScene.unity
index 20a7e8f..d4ffb96 100644
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diff --git a/Assets/Graphics/Textures/Soldier/Gear.png.meta b/Assets/Graphics/Textures/Soldier/Gear.png.meta
index 99f756d..0a88b5b 100644
--- a/Assets/Graphics/Textures/Soldier/Gear.png.meta
+++ b/Assets/Graphics/Textures/Soldier/Gear.png.meta
@@ -32,7 +32,7 @@ TextureImporter:
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@@ -66,7 +66,31 @@ TextureImporter:
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diff --git a/Assets/Graphics/Textures/Soldier/Soldier.png.meta b/Assets/Graphics/Textures/Soldier/Soldier.png.meta
index 3da506d..fb306b4 100644
--- a/Assets/Graphics/Textures/Soldier/Soldier.png.meta
+++ b/Assets/Graphics/Textures/Soldier/Soldier.png.meta
@@ -32,7 +32,7 @@ TextureImporter:
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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
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diff --git a/RawAssets/Soldier/SniperRifle.blend b/RawAssets/Soldier/SniperRifle.blend
new file mode 100644
index 0000000..944befd
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diff --git a/RawAssets/Soldier/SoldierF.blend b/RawAssets/Soldier/SoldierF.blend
new file mode 100644
index 0000000..ce97098
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diff --git a/RawAssets/Soldier/SoldierM.blend b/RawAssets/Soldier/SoldierM.blend
new file mode 100644
index 0000000..121b0ff
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