Add ragdolling
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--- !u!4 &315509112 stripped
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--- !u!4 &315509112 stripped
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@ -1,4 +1,5 @@
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Players;
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using NeonTea.Quakeball.Players;
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using NeonTea.Quakeball.Util;
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using NeonTea.Quakeball.Util;
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@ -15,6 +16,9 @@ namespace NeonTea.Quakeball.Animation {
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public Player Player;
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public Player Player;
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public Transform HeadCollider;
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public Transform HeadCollider;
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public bool Ragdolling = false;
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private bool _Ragdolling = false;
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[Header("Gun holding")]
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[Header("Gun holding")]
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public bool GunGluedToHand = true;
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public bool GunGluedToHand = true;
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public Transform Gun;
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public Transform Gun;
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@ -28,6 +32,22 @@ namespace NeonTea.Quakeball.Animation {
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private float VisualYaw;
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private float VisualYaw;
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private float VisualPitch;
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private float VisualPitch;
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||||||
|
private List<Rigidbody> RagdollParts = new List<Rigidbody>();
|
||||||
|
|
||||||
|
public void StartRagdoll() {
|
||||||
|
Animator.enabled = false;
|
||||||
|
foreach (Rigidbody body in RagdollParts) {
|
||||||
|
body.isKinematic = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopRagdoll() {
|
||||||
|
foreach (Rigidbody body in RagdollParts) {
|
||||||
|
body.isKinematic = true;
|
||||||
|
}
|
||||||
|
Animator.enabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
foreach (Animator animator in Soldiers) {
|
foreach (Animator animator in Soldiers) {
|
||||||
animator.gameObject.SetActive(false);
|
animator.gameObject.SetActive(false);
|
||||||
@ -41,6 +61,18 @@ namespace NeonTea.Quakeball.Animation {
|
|||||||
if (GunGluedToHand) {
|
if (GunGluedToHand) {
|
||||||
Gun.parent = Animator.transform;
|
Gun.parent = Animator.transform;
|
||||||
}
|
}
|
||||||
|
AddRigidbodyToRagdoll(Animator.transform);
|
||||||
|
StopRagdoll();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddRigidbodyToRagdoll(Transform t) {
|
||||||
|
Rigidbody body = t.GetComponent<Rigidbody>();
|
||||||
|
if (body != null) {
|
||||||
|
RagdollParts.Add(body);
|
||||||
|
}
|
||||||
|
for (int i = 0; i < t.childCount; i++) {
|
||||||
|
AddRigidbodyToRagdoll(t.GetChild(i));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
@ -48,6 +80,15 @@ namespace NeonTea.Quakeball.Animation {
|
|||||||
float Forward = Vector3.Dot(Player.GroundVelocity, transform.forward) / Player.MoveStyle.TargetVelocity / 0.7f;
|
float Forward = Vector3.Dot(Player.GroundVelocity, transform.forward) / Player.MoveStyle.TargetVelocity / 0.7f;
|
||||||
Animator.SetFloat("Forward", Mathf.Clamp(Forward, -1, 1));
|
Animator.SetFloat("Forward", Mathf.Clamp(Forward, -1, 1));
|
||||||
Animator.SetFloat("Right", Mathf.Clamp(Right, -1, 1));
|
Animator.SetFloat("Right", Mathf.Clamp(Right, -1, 1));
|
||||||
|
|
||||||
|
if (Ragdolling != _Ragdolling) {
|
||||||
|
if (Ragdolling) {
|
||||||
|
StartRagdoll();
|
||||||
|
} else {
|
||||||
|
StopRagdoll();
|
||||||
|
}
|
||||||
|
_Ragdolling = Ragdolling;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LateUpdate() {
|
private void LateUpdate() {
|
||||||
|
@ -5,6 +5,7 @@ using NeonTea.Quakeball.Networking;
|
|||||||
using NeonTea.Quakeball.Networking.Instances;
|
using NeonTea.Quakeball.Networking.Instances;
|
||||||
using NeonTea.Quakeball.Combat;
|
using NeonTea.Quakeball.Combat;
|
||||||
using NeonTea.Quakeball.Interface;
|
using NeonTea.Quakeball.Interface;
|
||||||
|
using NeonTea.Quakeball.Animation;
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Players {
|
namespace NeonTea.Quakeball.Players {
|
||||||
/// <summary>The central glue class for players (both local and remote).</summary>
|
/// <summary>The central glue class for players (both local and remote).</summary>
|
||||||
@ -20,6 +21,8 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
public Transform Gun;
|
public Transform Gun;
|
||||||
public Animator GunBobber;
|
public Animator GunBobber;
|
||||||
|
|
||||||
|
public SoldierProceduralAnimator SoldierProceduralAnimator;
|
||||||
|
|
||||||
[Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")]
|
[Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")]
|
||||||
public GameObject[] DisabledOnDeath;
|
public GameObject[] DisabledOnDeath;
|
||||||
|
|
||||||
@ -100,11 +103,12 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
/// <summary>Updates this Player with the given packet.</summary>
|
/// <summary>Updates this Player with the given packet.</summary>
|
||||||
public void ProcessUpdatePacket(PlayerUpdatePckt packet) {
|
public void ProcessUpdatePacket(PlayerUpdatePckt packet) {
|
||||||
Pitch = packet.Pitch;
|
if (!IsDead) {
|
||||||
Yaw = packet.Yaw;
|
Pitch = packet.Pitch;
|
||||||
MoveDirection = packet.MoveDirection;
|
Yaw = packet.Yaw;
|
||||||
CurrentMoveStyle = packet.MoveStyle;
|
MoveDirection = packet.MoveDirection;
|
||||||
packet = null;
|
CurrentMoveStyle = packet.MoveStyle;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary>
|
/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary>
|
||||||
@ -187,6 +191,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Hit(ulong sourceUid) {
|
public void Hit(ulong sourceUid) {
|
||||||
|
Terminal.Singleton.Println($"{NetId} hit sourceIid: {sourceUid}");
|
||||||
if (Net.Singleton.Instance is Server) {
|
if (Net.Singleton.Instance is Server) {
|
||||||
((Server)Net.Singleton.Instance).HandlePlayerDeath(NetId, sourceUid);
|
((Server)Net.Singleton.Instance).HandlePlayerDeath(NetId, sourceUid);
|
||||||
}
|
}
|
||||||
@ -203,6 +208,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
/// <summary>Called when this Player is dead</summary>
|
/// <summary>Called when this Player is dead</summary>
|
||||||
public void Dead(ulong killer) {
|
public void Dead(ulong killer) {
|
||||||
|
Terminal.Singleton.Println($"{killer} killed me: {NetId}, deadness currently: {IsDead}");
|
||||||
if (IsDead) {
|
if (IsDead) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -211,6 +217,7 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().StartCountdown(name);
|
GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().StartCountdown(name);
|
||||||
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput += 1;
|
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput += 1;
|
||||||
}
|
}
|
||||||
|
SoldierProceduralAnimator.StartRagdoll();
|
||||||
TimeofDeath = Time.time;
|
TimeofDeath = Time.time;
|
||||||
MoveDirection = Vector3.zero;
|
MoveDirection = Vector3.zero;
|
||||||
foreach (GameObject obj in DisabledOnDeath) {
|
foreach (GameObject obj in DisabledOnDeath) {
|
||||||
@ -221,11 +228,13 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
|
|
||||||
/// <summary>Called when this Player is respawned, after dying.</summary>
|
/// <summary>Called when this Player is respawned, after dying.</summary>
|
||||||
public void Respawn(Vector3 location) {
|
public void Respawn(Vector3 location) {
|
||||||
|
Terminal.Singleton.Println($"Respawned (I am {NetId}), deadness before proper resurrection: {IsDead}");
|
||||||
if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId && IsDead) {
|
if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId && IsDead) {
|
||||||
GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().Open = false;
|
GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().Open = false;
|
||||||
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
|
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
|
||||||
}
|
}
|
||||||
transform.position = location;
|
transform.position = location;
|
||||||
|
SoldierProceduralAnimator.StopRagdoll();
|
||||||
foreach (GameObject obj in DisabledOnDeath) {
|
foreach (GameObject obj in DisabledOnDeath) {
|
||||||
obj.SetActive(true);
|
obj.SetActive(true);
|
||||||
}
|
}
|
||||||
|
@ -14,12 +14,12 @@ PhysicsManager:
|
|||||||
m_DefaultSolverVelocityIterations: 1
|
m_DefaultSolverVelocityIterations: 1
|
||||||
m_QueriesHitBackfaces: 0
|
m_QueriesHitBackfaces: 0
|
||||||
m_QueriesHitTriggers: 1
|
m_QueriesHitTriggers: 1
|
||||||
m_EnableAdaptiveForce: 0
|
m_EnableAdaptiveForce: 1
|
||||||
m_ClothInterCollisionDistance: 0
|
m_ClothInterCollisionDistance: 0
|
||||||
m_ClothInterCollisionStiffness: 0
|
m_ClothInterCollisionStiffness: 0
|
||||||
m_ContactsGeneration: 1
|
m_ContactsGeneration: 1
|
||||||
m_LayerCollisionMatrix: ffecffffffecffffffecffffffffffffffecffffffecffffffffffffffffffffc8d1ffffc8eaffffffecffffffeeffffc8e1fffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: ff6cffffff6cffffff6cffffffffffffff6cffffff6cffffffffffffffffffffc8d1ffffc86affffff6cffffff6effffc861ffffff7effffff7fffffc881ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
m_AutoSimulation: 0
|
m_AutoSimulation: 1
|
||||||
m_AutoSyncTransforms: 0
|
m_AutoSyncTransforms: 0
|
||||||
m_ReuseCollisionCallbacks: 1
|
m_ReuseCollisionCallbacks: 1
|
||||||
m_ClothInterCollisionSettingsToggle: 0
|
m_ClothInterCollisionSettingsToggle: 0
|
||||||
|
@ -26,7 +26,7 @@ TagManager:
|
|||||||
- BloodLayer
|
- BloodLayer
|
||||||
- Wallbang
|
- Wallbang
|
||||||
- PlayerCharacterController
|
- PlayerCharacterController
|
||||||
-
|
- Ragdoll
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
--- !u!5 &1
|
--- !u!5 &1
|
||||||
TimeManager:
|
TimeManager:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
Fixed Timestep: 0.0333333
|
Fixed Timestep: 0.016
|
||||||
Maximum Allowed Timestep: 0.33333334
|
Maximum Allowed Timestep: 0.33333334
|
||||||
m_TimeScale: 1
|
m_TimeScale: 1
|
||||||
Maximum Particle Timestep: 0.0333333
|
Maximum Particle Timestep: 0.0333333
|
||||||
|
Loading…
Reference in New Issue
Block a user