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https://github.com/celisej567/UnitySourceMovement.git
synced 2026-01-04 06:09:40 +03:00
Viewpunch and raw mouse input
and cleanup code
This commit is contained in:
@@ -1,77 +1,107 @@
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using System.Collections;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerAiming : MonoBehaviour {
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public class PlayerAiming : MonoBehaviour
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{
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[Header("References")]
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public Transform bodyTransform;
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[Header ("References")]
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[Header("Sensitivity")]
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public Transform bodyTransform = null;
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public float sensitivityMultiplier = 1f;
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public float horizontalSensitivity = 1f;
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public float verticalSensitivity = 1f;
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[Header ("Sensitivity")]
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[Header("Restrictions")]
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public float sensitivityMultiplier = 1f;
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public float minYRotation = -90f;
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public float horizontalSensitivity = 1f;
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public float maxYRotation = 90f;
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public float verticalSensitivity = 1f;
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[Header ("Restrictions")]
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//The real rotation of the camera without recoil
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public float minYRotation = -90f;
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private Vector3 real_rotation;
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public float maxYRotation = 90f;
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// Rotation values
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[HideInInspector] public float bodyRotation = 0f;
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[HideInInspector] public Vector3 cameraRotation = Vector3.zero;
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private float bodyRotationTemp = 0f;
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[Header("Aimpunch")]
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private Vector3 cameraRotationTemp = Vector3.zero;
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[Tooltip("bigger number makes the response more damped, smaller is less damped, currently the system will overshoot, with larger damping values it won't")]
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public float punchDamping = 9.0f;
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// Leaning
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[Tooltip("bigger number increases the speed at which the view corrects")]
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[HideInInspector] public float leanInput = 0f;
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public float punchSpringConstant = 65.0f;
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// Sway
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[HideInInspector]
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[HideInInspector] public float sway = 0f;
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public Vector2 punchAngle;
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void Start () {
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[HideInInspector]
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public Vector2 punchAngleVel;
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// Lock the mouse
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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private void Start()
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{
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// Lock the mouse
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void Update () {
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private void Update()
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{
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Vector3 eulerAngles = transform.localEulerAngles;
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// Fix pausing
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if (Mathf.Abs(Time.timeScale) <= 0)
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return;
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// Remove previous rotation
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DecayPunchAngle();
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eulerAngles = new Vector3 (eulerAngles.x - cameraRotationTemp.x, eulerAngles.y, eulerAngles.z - cameraRotationTemp.z);
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bodyTransform.eulerAngles -= cameraRotationTemp.y * Vector3.up;
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// Fix pausing
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if (Time.timeScale == 0f)
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return;
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// Input
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// Input
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float xMovement = Input.GetAxis ("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
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float x_movement = Input.GetAxisRaw("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
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float yMovement = -Input.GetAxis ("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
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float y_movement = -Input.GetAxisRaw("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
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// Rotate camera
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cameraRotation = new Vector3 (Mathf.Clamp (cameraRotation.x + yMovement, minYRotation, maxYRotation),
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cameraRotation.y + xMovement,
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cameraRotation.z + sway);
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cameraRotation.z = Mathf.Lerp (cameraRotation.z, 0f, Time.deltaTime * 3f);
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// Calculate real rotation from input
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real_rotation = new Vector3(Mathf.Clamp(real_rotation.x + y_movement, minYRotation, maxYRotation), real_rotation.y + x_movement, real_rotation.z);
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real_rotation.z = Mathf.Lerp(real_rotation.z, 0f, Time.deltaTime * 3f);
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// Apply rotation
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//Apply real rotation to body
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Vector3 clampedRotation = new Vector3 (Mathf.Clamp (cameraRotation.x, minYRotation, maxYRotation),
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bodyTransform.eulerAngles = Vector3.Scale(real_rotation, new Vector3(0f, 1f, 0f));
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cameraRotation.y,
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cameraRotation.z);
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eulerAngles = new Vector3 (eulerAngles.x + clampedRotation.x, eulerAngles.y, eulerAngles.z + clampedRotation.z);
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var aim_transform = transform;
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bodyTransform.eulerAngles += Vector3.Scale (clampedRotation, new Vector3 (0f, 1f, 0f));
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cameraRotationTemp = clampedRotation;
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// Remove recoil
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transform.localEulerAngles = eulerAngles;
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}
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//Apply real rotation to aim
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aim_transform.eulerAngles = real_rotation;
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}
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//Apply recoil
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{
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//If you want the recoil to be purely visual, move it into LateUpdate
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var camera_rotation = aim_transform;
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Vector3 camera_euler_punch_applied = camera_rotation.eulerAngles;
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camera_euler_punch_applied.x += punchAngle.x;
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camera_euler_punch_applied.y += punchAngle.y;
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camera_rotation.eulerAngles = camera_euler_punch_applied;
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}
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}
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public void ViewPunch(Vector2 punch_amount)
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{
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//Remove previous recoil
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punchAngle = Vector2.zero;
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//Recoil go up
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punchAngleVel -= punch_amount * 20;
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}
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private void DecayPunchAngle()
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{
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if (punchAngle.sqrMagnitude > 0.001 || punchAngleVel.sqrMagnitude > 0.001)
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{
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punchAngle += punchAngleVel * Time.deltaTime;
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float damping = 1 - (punchDamping * Time.deltaTime);
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if (damping < 0)
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damping = 0;
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punchAngleVel *= damping;
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float spring_force_magnitude = punchSpringConstant * Time.deltaTime;
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punchAngleVel -= punchAngle * spring_force_magnitude;
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}
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else
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{
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punchAngle = Vector2.zero;
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punchAngleVel = Vector2.zero;
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}
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}
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}
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