Merge pull request #5 from Pelipoika/master

Add Viewpunch and use raw input
This commit is contained in:
Olezen
2019-10-17 13:21:13 +02:00
committed by GitHub

View File

@@ -1,77 +1,97 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class PlayerAiming : MonoBehaviour {
public class PlayerAiming : MonoBehaviour
{
[Header("References")]
public Transform bodyTransform;
[Header ("References")]
public Transform bodyTransform = null;
[Header("Sensitivity")]
public float sensitivityMultiplier = 1f;
public float horizontalSensitivity = 1f;
public float verticalSensitivity = 1f;
[Header ("Sensitivity")]
public float sensitivityMultiplier = 1f;
public float horizontalSensitivity = 1f;
public float verticalSensitivity = 1f;
[Header("Restrictions")]
public float minYRotation = -90f;
public float maxYRotation = 90f;
[Header ("Restrictions")]
public float minYRotation = -90f;
public float maxYRotation = 90f;
// Rotation values
[HideInInspector] public float bodyRotation = 0f;
[HideInInspector] public Vector3 cameraRotation = Vector3.zero;
//The real rotation of the camera without recoil
private Vector3 real_rotation;
private float bodyRotationTemp = 0f;
private Vector3 cameraRotationTemp = Vector3.zero;
[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")]
public float punchDamping = 9.0f;
// Leaning
[HideInInspector] public float leanInput = 0f;
[Tooltip("bigger number increases the speed at which the view corrects")]
public float punchSpringConstant = 65.0f;
// Sway
[HideInInspector] public float sway = 0f;
[HideInInspector]
public Vector2 punchAngle;
void Start () {
// Lock the mouse
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
[HideInInspector]
public Vector2 punchAngleVel;
}
private void Start()
{
// Lock the mouse
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update () {
Vector3 eulerAngles = transform.localEulerAngles;
private void Update()
{
// Fix pausing
if (Mathf.Abs(Time.timeScale) <= 0)
return;
// Remove previous rotation
eulerAngles = new Vector3 (eulerAngles.x - cameraRotationTemp.x, eulerAngles.y, eulerAngles.z - cameraRotationTemp.z);
bodyTransform.eulerAngles -= cameraRotationTemp.y * Vector3.up;
// Fix pausing
if (Time.timeScale == 0f)
return;
DecayPunchAngle();
// Input
float xMovement = Input.GetAxis ("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
float yMovement = -Input.GetAxis ("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
// Rotate camera
cameraRotation = new Vector3 (Mathf.Clamp (cameraRotation.x + yMovement, minYRotation, maxYRotation),
cameraRotation.y + xMovement,
cameraRotation.z + sway);
// Input
float x_movement = Input.GetAxisRaw("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
float y_movement = -Input.GetAxisRaw("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
cameraRotation.z = Mathf.Lerp (cameraRotation.z, 0f, Time.deltaTime * 3f);
// 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);
// Apply rotation
Vector3 clampedRotation = new Vector3 (Mathf.Clamp (cameraRotation.x, minYRotation, maxYRotation),
cameraRotation.y,
cameraRotation.z);
//Apply real rotation to body
bodyTransform.eulerAngles = Vector3.Scale(real_rotation, new Vector3(0f, 1f, 0f));
eulerAngles = new Vector3 (eulerAngles.x + clampedRotation.x, eulerAngles.y, eulerAngles.z + clampedRotation.z);
bodyTransform.eulerAngles += Vector3.Scale (clampedRotation, new Vector3 (0f, 1f, 0f));
cameraRotationTemp = clampedRotation;
// Remove recoil
transform.localEulerAngles = eulerAngles;
//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;
}
transform.eulerAngles = camera_euler_punch_applied;
}
}
public void ViewPunch(Vector2 punch_amount)
{
//Remove previous recoil
punchAngle = Vector2.zero;
//Recoil go up
punchAngleVel -= punch_amount * 20;
}
private void DecayPunchAngle()
{
if (punchAngle.sqrMagnitude > 0.001 || punchAngleVel.sqrMagnitude > 0.001)
{
punchAngle += punchAngleVel * Time.deltaTime;
float damping = 1 - (punchDamping * Time.deltaTime);
if (damping < 0)
damping = 0;
punchAngleVel *= damping;
float spring_force_magnitude = punchSpringConstant * Time.deltaTime;
punchAngleVel -= punchAngle * spring_force_magnitude;
}
else
{
punchAngle = Vector2.zero;
punchAngleVel = Vector2.zero;
}
}
}