quakeball/Assets/Scripts/Animation/SoldierProceduralAnimator.cs

115 lines
4.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using NeonTea.Quakeball.Players;
using NeonTea.Quakeball.Items;
using NeonTea.Quakeball.Util;
namespace NeonTea.Quakeball.Animation {
/// <summary>Animates the parts that can't be animated via the animation system, e.g. aiming.</summary>
public class SoldierProceduralAnimator : MonoBehaviour {
public enum SoldierModel {
Female = 0,
Male = 1,
}
public Animator[] Soldiers;
public SoldierModel Model;
public Player Player;
public Transform HeadCollider;
public bool Ragdolling = false;
private bool _Ragdolling = false;
[Header("Gun holding")]
public bool GunGluedToHand = true;
private Animator Animator;
private Transform BehindHand;
private Transform FrontHand;
private Transform Torso;
private Transform Head;
private float VisualYaw;
private float VisualPitch;
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;
}
public void OnItemSwitched() {
if (GunGluedToHand) {
Player.CurrentItem.transform.parent = Animator.transform;
}
}
private void Awake() {
foreach (Animator animator in Soldiers) {
animator.gameObject.SetActive(false);
}
Animator = Soldiers[(int)Model].GetComponent<Animator>();
Animator.gameObject.SetActive(true);
Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
Torso = TransformUtil.FindChildWithName(Animator.transform, "RIBS");
BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
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() {
float Right = Vector3.Dot(Player.GroundVelocity, transform.right) / 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("Right", Mathf.Clamp(Right, -1, 1));
if (Ragdolling != _Ragdolling) {
if (Ragdolling) {
StartRagdoll();
} else {
StopRagdoll();
}
_Ragdolling = Ragdolling;
}
}
private void LateUpdate() {
VisualYaw = Mathf.Lerp(VisualYaw, Player.Yaw, 10f * Time.deltaTime);
VisualPitch = Mathf.Lerp(VisualPitch, -Player.Pitch, 10f * Time.deltaTime);
transform.localEulerAngles = new Vector3(0, VisualYaw, 0);
Torso.localEulerAngles = new Vector3(VisualPitch, 0, 0);
HeadCollider.position = Head.position;
HeadCollider.eulerAngles = Head.eulerAngles;
if (GunGluedToHand && Player.CurrentItem != null) {
Vector3 GunOffset = Player.CurrentItem.RightHandAnchor.position - Player.CurrentItem.transform.position;
Vector3 GunDirection = (FrontHand.position - BehindHand.position).normalized;
Player.CurrentItem.transform.position = BehindHand.position - GunOffset;
Player.CurrentItem.transform.LookAt(Player.CurrentItem.transform.position + GunDirection);
}
}
}
}