fixed strafing, added shooting effects, created a new testing level, enlarged enemies, updated bullet firing system
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Assets/Animations/PlayerAnimations/Running/Pistol Strafe.fbx
(Stored with Git LFS)
Normal file
BIN
Assets/Animations/PlayerAnimations/Running/Pistol Strafe.fbx
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|
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@ -1370,9 +1421,34 @@ AnimatorStateTransition:
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|
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|
--- !u!1101 &297291690553603919
|
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|
AnimatorStateTransition:
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--- !u!1102 &583101868980985703
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--- !u!1102 &583101868980985703
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m_Mute: 0
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|
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--- !u!1101 &1504993283069519393
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m_InterruptionSource: 1
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--- !u!1101 &1558585777499293808
|
--- !u!1101 &1558585777499293808
|
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AnimatorStateTransition:
|
AnimatorStateTransition:
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m_ObjectHideFlags: 1
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@ -1624,6 +1725,26 @@ AnimatorStateTransition:
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m_InterruptionSource: 1
|
m_InterruptionSource: 1
|
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m_OrderedInterruption: 1
|
m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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|
--- !u!1109 &2329112265103403142
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|
AnimatorTransition:
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|
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m_ConditionEvent: IsRunning
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|
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serializedVersion: 1
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--- !u!1102 &2390332037183182879
|
--- !u!1102 &2390332037183182879
|
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AnimatorState:
|
AnimatorState:
|
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|
serializedVersion: 6
|
||||||
@ -1976,6 +2097,56 @@ AnimatorState:
|
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|
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m_CycleOffsetParameter:
|
m_CycleOffsetParameter:
|
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m_TimeParameter:
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--- !u!1101 &5236229972078090976
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AnimatorStateTransition:
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--- !u!1101 &5549485693768252330
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AnimatorStateTransition:
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--- !u!1102 &5596969389407557897
|
--- !u!1102 &5596969389407557897
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serializedVersion: 6
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@ -2080,7 +2251,38 @@ AnimatorStateTransition:
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m_CanTransitionToSelf: 1
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--- !u!1101 &7688630969922215673
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|
AnimatorStateTransition:
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--- !u!1102 &7721641665470324480
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--- !u!1102 &7721641665470324480
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@ -2098,6 +2300,8 @@ AnimatorState:
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@ -2355,12 +2559,38 @@ AnimatorStateMachine:
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--- !u!1101 &8955005088716698688
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--- !u!1101 &9019117866468198637
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8
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8
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8
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Normal file
8
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Normal file
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Normal file
106
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Normal file
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Assets/Scenes/Experimentation/HorrorHallway.meta
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8
Assets/Scenes/Experimentation/HorrorHallway.meta
Normal file
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Assets/Scenes/Experimentation/HorrorHallway.unity
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15551
Assets/Scenes/Experimentation/HorrorHallway.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
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7
Assets/Scenes/Experimentation/HorrorHallway.unity.meta
Normal file
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Assets/Scenes/Experimentation/HorrorHallway/NavMesh.asset
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BIN
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bulletSpawnPoint: {fileID: 1122710622}
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|
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@ -1,10 +1,14 @@
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using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Unity.Burst.CompilerServices;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.VFX;
|
||||||
|
|
||||||
public class PistolComponent : MonoBehaviour
|
public class PistolComponent : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
|
public enum AimMode {GUN,MODIFIED,CAMERA};
|
||||||
|
public AimMode aimMode = AimMode.CAMERA;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Light targetingLight;
|
private Light targetingLight;
|
||||||
|
|
||||||
@ -27,9 +31,17 @@ public class PistolComponent : MonoBehaviour
|
|||||||
private float maxProjectileDuration = 5f;
|
private float maxProjectileDuration = 5f;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private float maxTargetObjDistance = 15f;
|
private float maxTargetObjDistance = 15f;
|
||||||
|
[SerializeField]
|
||||||
|
private VisualEffect shootEffect;
|
||||||
|
[SerializeField]
|
||||||
|
private Light shootLight;
|
||||||
|
[SerializeField]
|
||||||
|
private float shootLightDuration = 0.1f;
|
||||||
|
private float timeSinceLightDuration = 0f;
|
||||||
|
|
||||||
private bool hasCloseTarget = false;
|
private bool hasCloseTarget = false;
|
||||||
|
[SerializeField]
|
||||||
|
private LayerMask ignoreLayers;
|
||||||
|
|
||||||
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
||||||
|
|
||||||
@ -42,7 +54,7 @@ public class PistolComponent : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
timeSinceLightDuration += Time.deltaTime;
|
||||||
}
|
}
|
||||||
private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
|
private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
|
||||||
{
|
{
|
||||||
@ -61,12 +73,19 @@ public class PistolComponent : MonoBehaviour
|
|||||||
}
|
}
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
if (shootLight.gameObject.activeSelf&&timeSinceLightDuration>shootLightDuration)
|
||||||
if (this.IsEnabled)
|
{
|
||||||
|
shootLight.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
if (aimMode==AimMode.CAMERA)
|
||||||
|
{
|
||||||
|
targetObject.gameObject.transform.position = PlayerAim.active.targetPosition;
|
||||||
|
}
|
||||||
|
if (this.IsEnabled&&aimMode!=AimMode.CAMERA)
|
||||||
{
|
{
|
||||||
Ray ray = new Ray(transform.position, transform.up);
|
Ray ray = new Ray(transform.position, transform.up);
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (Physics.Raycast(ray, out hit, 50))
|
if (Physics.Raycast(ray, out hit, 50,ignoreLayers))
|
||||||
{
|
{
|
||||||
|
|
||||||
float hitDist = Vector3.Distance(hit.point, transform.position);
|
float hitDist = Vector3.Distance(hit.point, transform.position);
|
||||||
@ -101,15 +120,17 @@ public class PistolComponent : MonoBehaviour
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
public void Fire()
|
public void Fire()
|
||||||
{
|
{
|
||||||
Fire(!hasCloseTarget);
|
Fire(!hasCloseTarget);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Fire(bool offsetWithTargetBall)
|
public void Fire(bool offsetWithTargetBall)
|
||||||
{
|
{
|
||||||
|
shootLightDuration = 0;
|
||||||
|
shootLight.gameObject.SetActive(true);
|
||||||
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
|
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
|
||||||
projectile.transform.localPosition = Vector3.zero;
|
projectile.transform.localPosition = Vector3.zero;
|
||||||
projectile.transform.localEulerAngles = Vector3.zero;
|
projectile.transform.localEulerAngles = Vector3.zero;
|
||||||
@ -123,22 +144,32 @@ public class PistolComponent : MonoBehaviour
|
|||||||
*/
|
*/
|
||||||
Vector3 launchVector = pRigid.transform.up * this.firePower;
|
Vector3 launchVector = pRigid.transform.up * this.firePower;
|
||||||
|
|
||||||
if(offsetWithTargetBall)
|
if(offsetWithTargetBall||aimMode==AimMode.MODIFIED)
|
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{
|
{
|
||||||
Vector3 ballCamVector = targetObject.transform.position - this.GetComponentInParent<PlayerMovementController>().cam.transform.position;
|
Vector3 ballCamVector = targetObject.transform.position - this.GetComponentInParent<PlayerMovementController>().cam.transform.position;
|
||||||
Ray r = new Ray();
|
Ray r = new Ray();
|
||||||
r.origin = targetObject.transform.position;
|
r.origin = targetObject.transform.position;
|
||||||
r.direction = ballCamVector.normalized;
|
r.direction = ballCamVector.normalized;
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (Physics.Raycast(r,out hit))
|
if (Physics.Raycast(r,out hit,ignoreLayers))
|
||||||
{
|
{
|
||||||
launchVector = (hit.point - pRigid.transform.position).normalized;
|
launchVector = (hit.point - pRigid.transform.position).normalized;
|
||||||
launchVector *= this.firePower;
|
launchVector *= this.firePower;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else if(aimMode==AimMode.CAMERA)
|
||||||
|
{
|
||||||
|
Vector3 target = PlayerAim.active.targetPosition;
|
||||||
|
|
||||||
|
Vector3 lv = target - pRigid.transform.position;
|
||||||
|
launchVector = lv.normalized;
|
||||||
|
launchVector*= this.firePower;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
pRigid.AddForce(launchVector, ForceMode.Impulse);
|
pRigid.AddForce(launchVector, ForceMode.Impulse);
|
||||||
projectile.transform.parent = null;
|
projectile.transform.parent = null;
|
||||||
|
shootEffect.Play();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -160,6 +191,7 @@ public class PistolComponent : MonoBehaviour
|
|||||||
Destroy(targetObject);
|
Destroy(targetObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void LightToggle() {
|
public void LightToggle() {
|
||||||
this.targetingLight.gameObject.SetActive(!this.targetingLight.gameObject.activeSelf);
|
this.targetingLight.gameObject.SetActive(!this.targetingLight.gameObject.activeSelf);
|
||||||
|
@ -5,6 +5,7 @@ using Cinemachine;
|
|||||||
|
|
||||||
public class CameraShift : MonoBehaviour
|
public class CameraShift : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public static CameraShift active;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Camera childCam;
|
private Camera childCam;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
@ -44,6 +45,7 @@ public class CameraShift : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
active = this;
|
||||||
if (isCenter)
|
if (isCenter)
|
||||||
{
|
{
|
||||||
targetOffset= Vector3.zero;
|
targetOffset= Vector3.zero;
|
||||||
|
28
Assets/Scripts/Player/PlayerAim.cs
Normal file
28
Assets/Scripts/Player/PlayerAim.cs
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerAim : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static PlayerAim active;
|
||||||
|
public Vector3 targetPosition;
|
||||||
|
private Camera cam;
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
active = this;
|
||||||
|
cam = GetComponent<Camera>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Ray r = new Ray(cam.transform.position,cam.transform.forward);
|
||||||
|
RaycastHit hit;
|
||||||
|
if(Physics.Raycast(r,out hit))
|
||||||
|
{
|
||||||
|
targetPosition = hit.point;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Player/PlayerAim.cs.meta
Normal file
11
Assets/Scripts/Player/PlayerAim.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: d0634141320a06b4f94b506dbed94499
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -31,7 +31,28 @@ public class PlayerAnimationController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
animController.SetFloat(runningSpeedParameter, movement.magnitude);
|
animController.SetFloat(runningSpeedParameter, movement.magnitude);
|
||||||
animController.SetBool(runningParameter,isMoving);
|
animController.SetBool(runningParameter,isMoving);
|
||||||
//animController.SetFloat(sideStepSpeedParameter, movement.x);
|
|
||||||
|
if (this.movement.IsAiming)
|
||||||
|
{
|
||||||
|
|
||||||
|
animController.SetFloat("StrafingSpeed", movement.x);
|
||||||
|
float dir = 0;
|
||||||
|
if (movement.x > 0)
|
||||||
|
{
|
||||||
|
dir = 1;
|
||||||
|
}else if (movement.x < 0)
|
||||||
|
{
|
||||||
|
dir = -1;
|
||||||
|
}
|
||||||
|
animController.SetFloat("StrafingDirection", dir);
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
animController.SetFloat("StrafingSpeed", 0);
|
||||||
|
animController.SetFloat("StrafingDirection", 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
public void Animate(PlayerQuickAnimationType animation)
|
public void Animate(PlayerQuickAnimationType animation)
|
||||||
@ -64,7 +85,7 @@ public class PlayerAnimationController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
|
animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
|
||||||
animController.SetBool("HasGun",interactionHandler.GunEnabled);
|
animController.SetBool("HasGun",interactionHandler.GunEnabled);
|
||||||
|
|
||||||
if (interactionHandler.GunEnabled&&!interactionHandler.isDead&&movement.AllowRotation)
|
if (interactionHandler.GunEnabled&&!interactionHandler.isDead&&movement.AllowRotation)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
@ -249,7 +249,16 @@ public class PlayerInteractionHandler : MonoBehaviour
|
|||||||
this.DisableFlashlight();
|
this.DisableFlashlight();
|
||||||
|
|
||||||
float aimAxis = Input.GetAxis("Aim");
|
float aimAxis = Input.GetAxis("Aim");
|
||||||
|
|
||||||
|
if (aimAxis > 0.5f)
|
||||||
|
{
|
||||||
|
pistol.aimMode = PistolComponent.AimMode.CAMERA;
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
pistol.aimMode = PistolComponent.AimMode.MODIFIED;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -34,6 +34,8 @@ public class PlayerMovementController : MonoBehaviour
|
|||||||
|
|
||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public bool AllowRotation = false;
|
public bool AllowRotation = false;
|
||||||
|
[HideInInspector]
|
||||||
|
public bool IsAiming = false;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private NoiseVisibilitySettingsManager noiseSettings;
|
private NoiseVisibilitySettingsManager noiseSettings;
|
||||||
@ -80,9 +82,15 @@ public class PlayerMovementController : MonoBehaviour
|
|||||||
movement += cam.transform.forward *y * Time.deltaTime * speed;
|
movement += cam.transform.forward *y * Time.deltaTime * speed;
|
||||||
|
|
||||||
//movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
|
//movement += transform.forward * Mathf.Abs(x) * Time.deltaTime * speed;
|
||||||
movement += cam.transform.right * x * Time.deltaTime*speed;
|
|
||||||
|
|
||||||
movement += Vector3.down * 9.8f;
|
if (!IsAiming)
|
||||||
|
movement += cam.transform.right * x * Time.deltaTime * speed;
|
||||||
|
else
|
||||||
|
movement += cam.transform.right * x * Time.deltaTime * sideSpeed;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
movement += Vector3.down*Time.deltaTime*9.8f;
|
||||||
ccontroller.Move(movement);
|
ccontroller.Move(movement);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -110,21 +118,23 @@ public class PlayerMovementController : MonoBehaviour
|
|||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(isDead) return;
|
if(isDead) return;
|
||||||
AllowRotation = Input.GetMouseButton(1) || Input.GetAxis("Aim")>0.5f||IsRunning;
|
AllowRotation = IsAiming||IsRunning;
|
||||||
|
IsAiming = Input.GetMouseButton(1) || Input.GetAxis("Aim") > 0.5f;
|
||||||
GetMovementOld();
|
GetMovementOld();
|
||||||
MovePlayer();
|
MovePlayer();
|
||||||
|
|
||||||
animcontroller.Animate(new Vector2(x, y), false,isRunning);
|
animcontroller.Animate(new Vector2(x, y), false,isRunning);
|
||||||
|
|
||||||
this.lookingDirectionVector = ((cameraController.Forward * y) + cameraController.Right * x).normalized;
|
this.lookingDirectionVector = ((cameraController.Forward * y) + cameraController.Right * x).normalized;
|
||||||
if (isRunning && !Input.GetMouseButtonDown(1)||AllowRotation)
|
if (isRunning && !Input.GetMouseButtonDown(1) || AllowRotation)
|
||||||
{
|
{
|
||||||
if (AllowRotation && x == 0 && y == 0)
|
if (AllowRotation && x == 0 && y == 0 || IsAiming && PlayerInteractionHandler.instance.GunEnabled)
|
||||||
{
|
{
|
||||||
this.lookingDirectionVector = cameraController.Forward.normalized;
|
this.lookingDirectionVector = cameraController.Forward.normalized;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
SlowLookAt(this.lookingDirectionVector);
|
SlowLookAt(this.lookingDirectionVector);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -146,6 +156,7 @@ public class PlayerMovementController : MonoBehaviour
|
|||||||
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
|
transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, animatedRotationSpeed * Time.deltaTime);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void PhysicalForceMove(Vector3 vector)
|
public void PhysicalForceMove(Vector3 vector)
|
||||||
{
|
{
|
||||||
|
File diff suppressed because one or more lines are too long
8
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Normal file
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Normal file
BIN
Assets/Textures/effects/ShotMuzzle.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 229 KiB |
123
Assets/Textures/effects/ShotMuzzle.jpg.meta
Normal file
123
Assets/Textures/effects/ShotMuzzle.jpg.meta
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Normal file
Binary file not shown.
After Width: | Height: | Size: 466 KiB |
123
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Normal file
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m_ShadowCascadeBorders:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user