More consistent variable naming convention

This commit is contained in:
Olezen
2019-10-18 00:17:00 +02:00
committed by GitHub
parent 2ee18f5e57
commit 166a4463a9

View File

@@ -15,7 +15,7 @@ public class PlayerAiming : MonoBehaviour
public float maxYRotation = 90f;
//The real rotation of the camera without recoil
private Vector3 real_rotation;
private Vector3 realRotation;
[Header("Aimpunch")]
[Tooltip("bigger number makes the response more damped, smaller is less damped, currently the system will overshoot, with larger damping values it won't")]
@@ -46,31 +46,31 @@ public class PlayerAiming : MonoBehaviour
DecayPunchAngle();
// Input
float x_movement = Input.GetAxisRaw("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
float y_movement = -Input.GetAxisRaw("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
float xMovement = Input.GetAxisRaw("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
float yMovement = -Input.GetAxisRaw("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
// Calculate real rotation from input
real_rotation = new Vector3(Mathf.Clamp(real_rotation.x + y_movement, minYRotation, maxYRotation), real_rotation.y + x_movement, real_rotation.z);
real_rotation.z = Mathf.Lerp(real_rotation.z, 0f, Time.deltaTime * 3f);
realRotation = new Vector3(Mathf.Clamp(realRotation.x + yMovement, minYRotation, maxYRotation), realRotation.y + xMovement, realRotation.z);
realRotation.z = Mathf.Lerp(realRotation.z, 0f, Time.deltaTime * 3f);
//Apply real rotation to body
bodyTransform.eulerAngles = Vector3.Scale(real_rotation, new Vector3(0f, 1f, 0f));
bodyTransform.eulerAngles = Vector3.Scale(realRotation, new Vector3(0f, 1f, 0f));
//Apply rotation and recoil
Vector3 camera_euler_punch_applied = real_rotation;
camera_euler_punch_applied.x += punchAngle.x;
camera_euler_punch_applied.y += punchAngle.y;
Vector3 cameraEulerPunchApplied = realRotation;
cameraEulerPunchApplied.x += punchAngle.x;
cameraEulerPunchApplied.y += punchAngle.y;
transform.eulerAngles = camera_euler_punch_applied;
transform.eulerAngles = cameraEulerPunchApplied;
}
public void ViewPunch(Vector2 punch_amount)
public void ViewPunch(Vector2 punchAmount)
{
//Remove previous recoil
punchAngle = Vector2.zero;
//Recoil go up
punchAngleVel -= punch_amount * 20;
punchAngleVel -= punchAmount * 20;
}
private void DecayPunchAngle()
@@ -85,8 +85,8 @@ public class PlayerAiming : MonoBehaviour
punchAngleVel *= damping;
float spring_force_magnitude = punchSpringConstant * Time.deltaTime;
punchAngleVel -= punchAngle * spring_force_magnitude;
float springForceMagnitude = punchSpringConstant * Time.deltaTime;
punchAngleVel -= punchAngle * springForceMagnitude;
}
else
{
@@ -94,4 +94,4 @@ public class PlayerAiming : MonoBehaviour
punchAngleVel = Vector2.zero;
}
}
}
}