Add proper player model
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@ -262,10 +262,102 @@ PrefabInstance:
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@ -4,33 +4,66 @@ using NeonTea.Quakeball.Players;
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namespace NeonTea.Quakeball.Animation {
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/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
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public class SoldierProceduralAnimator : MonoBehaviour {
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public Transform Torso;
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public Transform Head;
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public Player Player;
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public Animator Soldier;
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public Transform HeadCollider;
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private Transform Body;
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private Transform Torso;
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private Transform Head;
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private Vector3 BodyBaseEulers;
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private Vector3 TorsoBaseEulers;
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private Vector3 HeadBaseEulers;
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private Vector3 BodyEulers;
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private Vector3 TorsoEulers;
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private Vector3 HeadEulers;
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private float BodyYaw = 0;
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private void Awake() {
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Body = Soldier.transform;
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Torso = GameObject.FindGameObjectWithTag("PlayerTorso").transform;
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Head = GameObject.FindGameObjectWithTag("PlayerHead").transform;
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HeadCollider.parent = Head;
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BodyEulers = BodyBaseEulers = Body.localEulerAngles;
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TorsoEulers = TorsoBaseEulers = Torso.localEulerAngles;
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HeadEulers = HeadBaseEulers = Head.localEulerAngles;
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}
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private void Update() {
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Soldier.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
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}
|
||||
|
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private void LateUpdate() {
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float Yaw = Player.Yaw;
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if (Player.MoveDirection.magnitude > 0) {
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float NewBodyYaw = Vector3.SignedAngle(Vector3.forward, Player.MoveDirection, Vector3.up);
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if (BodyYaw < -90 && NewBodyYaw > 90) {
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BodyEulers += new Vector3(0, 360, 0);
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}
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if (BodyYaw > 90 && NewBodyYaw < -90) {
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BodyEulers -= new Vector3(0, 360, 0);
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}
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BodyYaw = NewBodyYaw;
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}
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float Yaw = Player.Yaw - BodyYaw;
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while (Yaw < -180) {
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Yaw += 360;
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}
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while (Yaw > 180) {
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}
|
||||
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;
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -8,6 +8,8 @@ TagManager:
|
||||
- RemotePlayer
|
||||
- Net
|
||||
- DeadScreen
|
||||
- PlayerTorso
|
||||
- PlayerHead
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
BIN
RawAssets/Soldier/Drone.blend
Normal file
BIN
RawAssets/Soldier/Drone.blend
Normal file
Binary file not shown.
BIN
RawAssets/Soldier/SniperRifle.blend
Normal file
BIN
RawAssets/Soldier/SniperRifle.blend
Normal file
Binary file not shown.
BIN
RawAssets/Soldier/SoldierF.blend
Normal file
BIN
RawAssets/Soldier/SoldierF.blend
Normal file
Binary file not shown.
BIN
RawAssets/Soldier/SoldierM.blend
Normal file
BIN
RawAssets/Soldier/SoldierM.blend
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user