using UnityEngine;
using NeonTea.Quakeball.Players;
using NeonTea.Quakeball.Util;
namespace NeonTea.Quakeball.Animation {
/// Animates the parts that can't be animated via the animation system, e.g. aiming.
public class SoldierProceduralAnimator : MonoBehaviour {
public enum SoldierModel {
Female = 0,
Male = 1,
}
public Animator[] Soldiers;
public SoldierModel Model;
public Player Player;
public Transform HeadCollider;
[Header("Gun holding")]
public bool GunGluedToHand = true;
public Transform Gun;
public Transform GunHandle;
private Animator Animator;
private float BodyYaw = 0;
private Transform BehindHand;
private Transform FrontHand;
private void Awake() {
foreach (Animator animator in Soldiers) {
animator.gameObject.SetActive(false);
}
Animator = Soldiers[(int)Model].GetComponent();
Animator.gameObject.SetActive(true);
Transform Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
HeadCollider.parent = Head;
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
}
private void Update() {
float Right = Vector3.Dot(Player.GroundVelocity.normalized, transform.right);
float Forward = Vector3.Dot(Player.GroundVelocity.normalized, transform.forward);
float RelativeSpeed = Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity;
Right = Mathf.Clamp(Right * RelativeSpeed, -0.999f, 0.999f);
Forward = Mathf.Clamp(Forward * RelativeSpeed, -.999f, 0.999f);
// Square the circle:
Forward = 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward + 2 * Forward * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward - 2 * Forward * Mathf.Sqrt(2));
Right = 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward + 2 * Right * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward - 2 * Right * Mathf.Sqrt(2));
Animator.SetFloat("Forward", Forward);
Animator.SetFloat("Right", Right);
}
private void LateUpdate() {
transform.localEulerAngles = new Vector3(0, Player.Yaw, 0);
if (GunGluedToHand) {
Vector3 GunOffset = GunHandle.position - Gun.position;
Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized;
Gun.position = BehindHand.position - GunOffset;
Gun.LookAt(Gun.position + GunDirection);
}
}
}
}