diff --git a/Modified fragsurf/PlayerAiming.cs b/Modified fragsurf/PlayerAiming.cs index 032b05d..72ef5dd 100644 --- a/Modified fragsurf/PlayerAiming.cs +++ b/Modified fragsurf/PlayerAiming.cs @@ -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; } } -} \ No newline at end of file +}