update
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using Unity.FPS.Game;
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using UnityEngine;
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namespace Unity.FPS.Gameplay
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{
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public class PlayerInputHandler : MonoBehaviour
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{
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[Tooltip("Sensitivity multiplier for moving the camera around")]
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public float LookSensitivity = 1f;
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[Tooltip("Additional sensitivity multiplier for WebGL")]
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public float WebglLookSensitivityMultiplier = 0.25f;
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[Tooltip("Limit to consider an input when using a trigger on a controller")]
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public float TriggerAxisThreshold = 0.4f;
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[Tooltip("Used to flip the vertical input axis")]
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public bool InvertYAxis = false;
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[Tooltip("Used to flip the horizontal input axis")]
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public bool InvertXAxis = false;
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GameFlowManager m_GameFlowManager;
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PlayerCharacterController m_PlayerCharacterController;
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bool m_FireInputWasHeld;
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void Start()
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{
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m_PlayerCharacterController = GetComponent<PlayerCharacterController>();
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DebugUtility.HandleErrorIfNullGetComponent<PlayerCharacterController, PlayerInputHandler>(
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m_PlayerCharacterController, this, gameObject);
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m_GameFlowManager = FindFirstObjectByType<GameFlowManager>();
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DebugUtility.HandleErrorIfNullFindObject<GameFlowManager, PlayerInputHandler>(m_GameFlowManager, this);
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void LateUpdate()
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{
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m_FireInputWasHeld = GetFireInputHeld();
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}
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public bool CanProcessInput()
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{
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return Cursor.lockState == CursorLockMode.Locked && !m_GameFlowManager.GameIsEnding;
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}
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public Vector3 GetMoveInput()
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{
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if (CanProcessInput())
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{
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Vector3 move = new Vector3(Input.GetAxisRaw(GameConstants.k_AxisNameHorizontal), 0f,
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Input.GetAxisRaw(GameConstants.k_AxisNameVertical));
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// constrain move input to a maximum magnitude of 1, otherwise diagonal movement might exceed the max move speed defined
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move = Vector3.ClampMagnitude(move, 1);
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return move;
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}
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return Vector3.zero;
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}
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public float GetLookInputsHorizontal()
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{
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return GetMouseOrStickLookAxis(GameConstants.k_MouseAxisNameHorizontal,
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GameConstants.k_AxisNameJoystickLookHorizontal);
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}
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public float GetLookInputsVertical()
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{
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return GetMouseOrStickLookAxis(GameConstants.k_MouseAxisNameVertical,
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GameConstants.k_AxisNameJoystickLookVertical);
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}
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public bool GetJumpInputDown()
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{
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if (CanProcessInput())
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{
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return Input.GetButtonDown(GameConstants.k_ButtonNameJump);
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}
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return false;
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}
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public bool GetJumpInputHeld()
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{
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if (CanProcessInput())
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{
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return Input.GetButton(GameConstants.k_ButtonNameJump);
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}
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return false;
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}
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public bool GetFireInputDown()
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{
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return GetFireInputHeld() && !m_FireInputWasHeld;
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}
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public bool GetFireInputReleased()
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{
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return !GetFireInputHeld() && m_FireInputWasHeld;
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}
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public bool GetFireInputHeld()
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{
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if (CanProcessInput())
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{
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bool isGamepad = Input.GetAxis(GameConstants.k_ButtonNameGamepadFire) != 0f;
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if (isGamepad)
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{
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return Input.GetAxis(GameConstants.k_ButtonNameGamepadFire) >= TriggerAxisThreshold;
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}
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else
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{
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return Input.GetButton(GameConstants.k_ButtonNameFire);
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}
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}
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return false;
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}
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public bool GetAimInputHeld()
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{
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if (CanProcessInput())
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{
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bool isGamepad = Input.GetAxis(GameConstants.k_ButtonNameGamepadAim) != 0f;
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bool i = isGamepad
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? (Input.GetAxis(GameConstants.k_ButtonNameGamepadAim) > 0f)
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: Input.GetButton(GameConstants.k_ButtonNameAim);
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return i;
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}
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return false;
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}
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public bool GetSprintInputHeld()
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{
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if (CanProcessInput())
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{
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return Input.GetButton(GameConstants.k_ButtonNameSprint);
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}
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return false;
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}
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public bool GetCrouchInputDown()
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{
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if (CanProcessInput())
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{
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return Input.GetButtonDown(GameConstants.k_ButtonNameCrouch);
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}
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return false;
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}
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public bool GetCrouchInputReleased()
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{
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if (CanProcessInput())
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{
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return Input.GetButtonUp(GameConstants.k_ButtonNameCrouch);
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}
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return false;
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}
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public bool GetReloadButtonDown()
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{
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if (CanProcessInput())
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{
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return Input.GetButtonDown(GameConstants.k_ButtonReload);
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}
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return false;
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}
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public int GetSwitchWeaponInput()
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{
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if (CanProcessInput())
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{
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bool isGamepad = Input.GetAxis(GameConstants.k_ButtonNameGamepadSwitchWeapon) != 0f;
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string axisName = isGamepad
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? GameConstants.k_ButtonNameGamepadSwitchWeapon
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: GameConstants.k_ButtonNameSwitchWeapon;
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if (Input.GetAxis(axisName) > 0f)
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return -1;
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else if (Input.GetAxis(axisName) < 0f)
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return 1;
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else if (Input.GetAxis(GameConstants.k_ButtonNameNextWeapon) > 0f)
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return -1;
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else if (Input.GetAxis(GameConstants.k_ButtonNameNextWeapon) < 0f)
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return 1;
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}
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return 0;
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}
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public int GetSelectWeaponInput()
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{
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if (CanProcessInput())
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{
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if (Input.GetKeyDown(KeyCode.Alpha1))
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return 1;
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else if (Input.GetKeyDown(KeyCode.Alpha2))
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return 2;
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else if (Input.GetKeyDown(KeyCode.Alpha3))
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return 3;
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else if (Input.GetKeyDown(KeyCode.Alpha4))
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return 4;
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else if (Input.GetKeyDown(KeyCode.Alpha5))
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return 5;
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else if (Input.GetKeyDown(KeyCode.Alpha6))
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return 6;
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else if (Input.GetKeyDown(KeyCode.Alpha7))
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return 7;
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else if (Input.GetKeyDown(KeyCode.Alpha8))
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return 8;
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else if (Input.GetKeyDown(KeyCode.Alpha9))
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return 9;
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else
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return 0;
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}
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return 0;
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}
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float GetMouseOrStickLookAxis(string mouseInputName, string stickInputName)
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{
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if (CanProcessInput())
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{
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// Check if this look input is coming from the mouse
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bool isGamepad = Input.GetAxis(stickInputName) != 0f;
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float i = isGamepad ? Input.GetAxis(stickInputName) : Input.GetAxisRaw(mouseInputName);
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// handle inverting vertical input
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if (InvertYAxis)
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i *= -1f;
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// apply sensitivity multiplier
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i *= LookSensitivity;
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if (isGamepad)
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{
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// since mouse input is already deltaTime-dependant, only scale input with frame time if it's coming from sticks
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i *= Time.deltaTime;
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}
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else
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{
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// reduce mouse input amount to be equivalent to stick movement
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i *= 0.01f;
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#if UNITY_WEBGL
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// Mouse tends to be even more sensitive in WebGL due to mouse acceleration, so reduce it even more
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i *= WebglLookSensitivityMultiplier;
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#endif
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}
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return i;
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}
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return 0f;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: dac5ddb3ce9b8884ca9588dc620ffcab
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,560 @@
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using System.Collections.Generic;
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using Unity.FPS.Game;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Unity.FPS.Gameplay
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{
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[RequireComponent(typeof(PlayerInputHandler))]
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public class PlayerWeaponsManager : MonoBehaviour
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{
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public enum WeaponSwitchState
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{
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Up,
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Down,
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PutDownPrevious,
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PutUpNew,
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}
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[Tooltip("List of weapon the player will start with")]
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public List<WeaponController> StartingWeapons = new List<WeaponController>();
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[Header("References")] [Tooltip("Secondary camera used to avoid seeing weapon go throw geometries")]
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public Camera WeaponCamera;
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[Tooltip("Parent transform where all weapon will be added in the hierarchy")]
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public Transform WeaponParentSocket;
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[Tooltip("Position for weapons when active but not actively aiming")]
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public Transform DefaultWeaponPosition;
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[Tooltip("Position for weapons when aiming")]
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public Transform AimingWeaponPosition;
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[Tooltip("Position for innactive weapons")]
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public Transform DownWeaponPosition;
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[Header("Weapon Bob")]
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[Tooltip("Frequency at which the weapon will move around in the screen when the player is in movement")]
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public float BobFrequency = 10f;
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[Tooltip("How fast the weapon bob is applied, the bigger value the fastest")]
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public float BobSharpness = 10f;
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[Tooltip("Distance the weapon bobs when not aiming")]
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public float DefaultBobAmount = 0.05f;
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[Tooltip("Distance the weapon bobs when aiming")]
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public float AimingBobAmount = 0.02f;
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[Header("Weapon Recoil")]
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[Tooltip("This will affect how fast the recoil moves the weapon, the bigger the value, the fastest")]
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public float RecoilSharpness = 50f;
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[Tooltip("Maximum distance the recoil can affect the weapon")]
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public float MaxRecoilDistance = 0.5f;
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[Tooltip("How fast the weapon goes back to it's original position after the recoil is finished")]
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public float RecoilRestitutionSharpness = 10f;
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[Header("Misc")] [Tooltip("Speed at which the aiming animatoin is played")]
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public float AimingAnimationSpeed = 10f;
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[Tooltip("Field of view when not aiming")]
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public float DefaultFov = 60f;
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[Tooltip("Portion of the regular FOV to apply to the weapon camera")]
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public float WeaponFovMultiplier = 1f;
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[Tooltip("Delay before switching weapon a second time, to avoid recieving multiple inputs from mouse wheel")]
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public float WeaponSwitchDelay = 1f;
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[Tooltip("Layer to set FPS weapon gameObjects to")]
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public LayerMask FpsWeaponLayer;
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public bool IsAiming { get; private set; }
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public bool IsPointingAtEnemy { get; private set; }
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public int ActiveWeaponIndex { get; private set; }
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public UnityAction<WeaponController> OnSwitchedToWeapon;
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public UnityAction<WeaponController, int> OnAddedWeapon;
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public UnityAction<WeaponController, int> OnRemovedWeapon;
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WeaponController[] m_WeaponSlots = new WeaponController[9]; // 9 available weapon slots
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PlayerInputHandler m_InputHandler;
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PlayerCharacterController m_PlayerCharacterController;
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float m_WeaponBobFactor;
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Vector3 m_LastCharacterPosition;
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Vector3 m_WeaponMainLocalPosition;
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Vector3 m_WeaponBobLocalPosition;
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Vector3 m_WeaponRecoilLocalPosition;
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Vector3 m_AccumulatedRecoil;
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float m_TimeStartedWeaponSwitch;
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WeaponSwitchState m_WeaponSwitchState;
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int m_WeaponSwitchNewWeaponIndex;
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void Start()
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{
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ActiveWeaponIndex = -1;
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m_WeaponSwitchState = WeaponSwitchState.Down;
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m_InputHandler = GetComponent<PlayerInputHandler>();
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DebugUtility.HandleErrorIfNullGetComponent<PlayerInputHandler, PlayerWeaponsManager>(m_InputHandler, this,
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gameObject);
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m_PlayerCharacterController = GetComponent<PlayerCharacterController>();
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DebugUtility.HandleErrorIfNullGetComponent<PlayerCharacterController, PlayerWeaponsManager>(
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m_PlayerCharacterController, this, gameObject);
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SetFov(DefaultFov);
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OnSwitchedToWeapon += OnWeaponSwitched;
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// Add starting weapons
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foreach (var weapon in StartingWeapons)
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{
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AddWeapon(weapon);
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}
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SwitchWeapon(true);
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}
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void Update()
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{
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// shoot handling
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WeaponController activeWeapon = GetActiveWeapon();
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if (activeWeapon != null && activeWeapon.IsReloading)
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return;
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if (activeWeapon != null && m_WeaponSwitchState == WeaponSwitchState.Up)
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{
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if (!activeWeapon.AutomaticReload && m_InputHandler.GetReloadButtonDown() && activeWeapon.CurrentAmmoRatio < 1.0f)
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{
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IsAiming = false;
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activeWeapon.StartReloadAnimation();
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return;
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}
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// handle aiming down sights
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IsAiming = m_InputHandler.GetAimInputHeld();
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// handle shooting
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bool hasFired = activeWeapon.HandleShootInputs(
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m_InputHandler.GetFireInputDown(),
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m_InputHandler.GetFireInputHeld(),
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m_InputHandler.GetFireInputReleased());
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// Handle accumulating recoil
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if (hasFired)
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{
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m_AccumulatedRecoil += Vector3.back * activeWeapon.RecoilForce;
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m_AccumulatedRecoil = Vector3.ClampMagnitude(m_AccumulatedRecoil, MaxRecoilDistance);
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}
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}
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// weapon switch handling
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if (!IsAiming &&
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(activeWeapon == null || !activeWeapon.IsCharging) &&
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(m_WeaponSwitchState == WeaponSwitchState.Up || m_WeaponSwitchState == WeaponSwitchState.Down))
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{
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int switchWeaponInput = m_InputHandler.GetSwitchWeaponInput();
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if (switchWeaponInput != 0)
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{
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bool switchUp = switchWeaponInput > 0;
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SwitchWeapon(switchUp);
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}
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else
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{
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switchWeaponInput = m_InputHandler.GetSelectWeaponInput();
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if (switchWeaponInput != 0)
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{
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if (GetWeaponAtSlotIndex(switchWeaponInput - 1) != null)
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SwitchToWeaponIndex(switchWeaponInput - 1);
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}
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||||
}
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||||
}
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||||
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||||
// Pointing at enemy handling
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IsPointingAtEnemy = false;
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if (activeWeapon)
|
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{
|
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// if (Physics.Raycast(WeaponCamera.transform.position, WeaponCamera.transform.forward, out RaycastHit hit,
|
||||
// 1000, -1, QueryTriggerInteraction.Ignore))
|
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// {
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||||
// if (hit.collider.GetComponentInParent<Health>() != null)
|
||||
// {
|
||||
// IsPointingAtEnemy = true;
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||||
// }
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||||
// }
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||||
}
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||||
}
|
||||
|
||||
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||||
// Update various animated features in LateUpdate because it needs to override the animated arm position
|
||||
void LateUpdate()
|
||||
{
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UpdateWeaponAiming();
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||||
UpdateWeaponBob();
|
||||
UpdateWeaponRecoil();
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UpdateWeaponSwitching();
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||||
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||||
// Set final weapon socket position based on all the combined animation influences
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||||
// WeaponParentSocket.localPosition =
|
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// m_WeaponMainLocalPosition + m_WeaponBobLocalPosition + m_WeaponRecoilLocalPosition;
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||||
}
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||||
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||||
// Sets the FOV of the main camera and the weapon camera simultaneously
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||||
public void SetFov(float fov)
|
||||
{
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||||
m_PlayerCharacterController.PlayerCamera.fieldOfView = fov;
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||||
// WeaponCamera.fieldOfView = fov * WeaponFovMultiplier;
|
||||
}
|
||||
|
||||
// Iterate on all weapon slots to find the next valid weapon to switch to
|
||||
public void SwitchWeapon(bool ascendingOrder)
|
||||
{
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||||
int newWeaponIndex = -1;
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int closestSlotDistance = m_WeaponSlots.Length;
|
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for (int i = 0; i < m_WeaponSlots.Length; i++)
|
||||
{
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||||
// If the weapon at this slot is valid, calculate its "distance" from the active slot index (either in ascending or descending order)
|
||||
// and select it if it's the closest distance yet
|
||||
if (i != ActiveWeaponIndex && GetWeaponAtSlotIndex(i) != null)
|
||||
{
|
||||
int distanceToActiveIndex = GetDistanceBetweenWeaponSlots(ActiveWeaponIndex, i, ascendingOrder);
|
||||
|
||||
if (distanceToActiveIndex < closestSlotDistance)
|
||||
{
|
||||
closestSlotDistance = distanceToActiveIndex;
|
||||
newWeaponIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle switching to the new weapon index
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||||
SwitchToWeaponIndex(newWeaponIndex);
|
||||
}
|
||||
|
||||
// Switches to the given weapon index in weapon slots if the new index is a valid weapon that is different from our current one
|
||||
public void SwitchToWeaponIndex(int newWeaponIndex, bool force = false)
|
||||
{
|
||||
if (force || (newWeaponIndex != ActiveWeaponIndex && newWeaponIndex >= 0))
|
||||
{
|
||||
// Store data related to weapon switching animation
|
||||
m_WeaponSwitchNewWeaponIndex = newWeaponIndex;
|
||||
m_TimeStartedWeaponSwitch = Time.time;
|
||||
|
||||
// Handle case of switching to a valid weapon for the first time (simply put it up without putting anything down first)
|
||||
if (GetActiveWeapon() == null)
|
||||
{
|
||||
// m_WeaponMainLocalPosition = DownWeaponPosition.localPosition;
|
||||
m_WeaponSwitchState = WeaponSwitchState.PutUpNew;
|
||||
ActiveWeaponIndex = m_WeaponSwitchNewWeaponIndex;
|
||||
|
||||
WeaponController newWeapon = GetWeaponAtSlotIndex(m_WeaponSwitchNewWeaponIndex);
|
||||
if (OnSwitchedToWeapon != null)
|
||||
{
|
||||
OnSwitchedToWeapon.Invoke(newWeapon);
|
||||
}
|
||||
}
|
||||
// otherwise, remember we are putting down our current weapon for switching to the next one
|
||||
else
|
||||
{
|
||||
m_WeaponSwitchState = WeaponSwitchState.PutDownPrevious;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public WeaponController HasWeapon(WeaponController weaponPrefab)
|
||||
{
|
||||
// Checks if we already have a weapon coming from the specified prefab
|
||||
for (var index = 0; index < m_WeaponSlots.Length; index++)
|
||||
{
|
||||
var w = m_WeaponSlots[index];
|
||||
if (w != null && w.SourcePrefab == weaponPrefab.gameObject)
|
||||
{
|
||||
return w;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// Updates weapon position and camera FoV for the aiming transition
|
||||
void UpdateWeaponAiming()
|
||||
{
|
||||
if (m_WeaponSwitchState == WeaponSwitchState.Up)
|
||||
{
|
||||
WeaponController activeWeapon = GetActiveWeapon();
|
||||
if (IsAiming && activeWeapon)
|
||||
{
|
||||
// m_WeaponMainLocalPosition = Vector3.Lerp(m_WeaponMainLocalPosition,
|
||||
// AimingWeaponPosition.localPosition + activeWeapon.AimOffset,
|
||||
// AimingAnimationSpeed * Time.deltaTime);
|
||||
// SetFov(Mathf.Lerp(m_PlayerCharacterController.PlayerCamera.fieldOfView,
|
||||
// activeWeapon.AimZoomRatio * DefaultFov, AimingAnimationSpeed * Time.deltaTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_WeaponMainLocalPosition = Vector3.Lerp(m_WeaponMainLocalPosition,
|
||||
// DefaultWeaponPosition.localPosition, AimingAnimationSpeed * Time.deltaTime);
|
||||
SetFov(Mathf.Lerp(m_PlayerCharacterController.PlayerCamera.fieldOfView, DefaultFov,
|
||||
AimingAnimationSpeed * Time.deltaTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Updates the weapon bob animation based on character speed
|
||||
void UpdateWeaponBob()
|
||||
{
|
||||
if (Time.deltaTime > 0f)
|
||||
{
|
||||
Vector3 playerCharacterVelocity =
|
||||
(m_PlayerCharacterController.transform.position - m_LastCharacterPosition) / Time.deltaTime;
|
||||
|
||||
// calculate a smoothed weapon bob amount based on how close to our max grounded movement velocity we are
|
||||
float characterMovementFactor = 0f;
|
||||
if (m_PlayerCharacterController.IsGrounded)
|
||||
{
|
||||
characterMovementFactor =
|
||||
Mathf.Clamp01(playerCharacterVelocity.magnitude /
|
||||
(m_PlayerCharacterController.MaxSpeedOnGround *
|
||||
m_PlayerCharacterController.SprintSpeedModifier));
|
||||
}
|
||||
|
||||
m_WeaponBobFactor =
|
||||
Mathf.Lerp(m_WeaponBobFactor, characterMovementFactor, BobSharpness * Time.deltaTime);
|
||||
|
||||
// Calculate vertical and horizontal weapon bob values based on a sine function
|
||||
float bobAmount = IsAiming ? AimingBobAmount : DefaultBobAmount;
|
||||
float frequency = BobFrequency;
|
||||
float hBobValue = Mathf.Sin(Time.time * frequency) * bobAmount * m_WeaponBobFactor;
|
||||
float vBobValue = ((Mathf.Sin(Time.time * frequency * 2f) * 0.5f) + 0.5f) * bobAmount *
|
||||
m_WeaponBobFactor;
|
||||
|
||||
// Apply weapon bob
|
||||
m_WeaponBobLocalPosition.x = hBobValue;
|
||||
m_WeaponBobLocalPosition.y = Mathf.Abs(vBobValue);
|
||||
|
||||
m_LastCharacterPosition = m_PlayerCharacterController.transform.position;
|
||||
}
|
||||
}
|
||||
|
||||
// Updates the weapon recoil animation
|
||||
void UpdateWeaponRecoil()
|
||||
{
|
||||
// if the accumulated recoil is further away from the current position, make the current position move towards the recoil target
|
||||
if (m_WeaponRecoilLocalPosition.z >= m_AccumulatedRecoil.z * 0.99f)
|
||||
{
|
||||
m_WeaponRecoilLocalPosition = Vector3.Lerp(m_WeaponRecoilLocalPosition, m_AccumulatedRecoil,
|
||||
RecoilSharpness * Time.deltaTime);
|
||||
}
|
||||
// otherwise, move recoil position to make it recover towards its resting pose
|
||||
else
|
||||
{
|
||||
m_WeaponRecoilLocalPosition = Vector3.Lerp(m_WeaponRecoilLocalPosition, Vector3.zero,
|
||||
RecoilRestitutionSharpness * Time.deltaTime);
|
||||
m_AccumulatedRecoil = m_WeaponRecoilLocalPosition;
|
||||
}
|
||||
}
|
||||
|
||||
// Updates the animated transition of switching weapons
|
||||
void UpdateWeaponSwitching()
|
||||
{
|
||||
// Calculate the time ratio (0 to 1) since weapon switch was triggered
|
||||
float switchingTimeFactor = 0f;
|
||||
if (WeaponSwitchDelay == 0f)
|
||||
{
|
||||
switchingTimeFactor = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
switchingTimeFactor = Mathf.Clamp01((Time.time - m_TimeStartedWeaponSwitch) / WeaponSwitchDelay);
|
||||
}
|
||||
|
||||
// Handle transiting to new switch state
|
||||
if (switchingTimeFactor >= 1f)
|
||||
{
|
||||
if (m_WeaponSwitchState == WeaponSwitchState.PutDownPrevious)
|
||||
{
|
||||
// Deactivate old weapon
|
||||
WeaponController oldWeapon = GetWeaponAtSlotIndex(ActiveWeaponIndex);
|
||||
if (oldWeapon != null)
|
||||
{
|
||||
oldWeapon.ShowWeapon(false);
|
||||
}
|
||||
|
||||
ActiveWeaponIndex = m_WeaponSwitchNewWeaponIndex;
|
||||
switchingTimeFactor = 0f;
|
||||
|
||||
// Activate new weapon
|
||||
WeaponController newWeapon = GetWeaponAtSlotIndex(ActiveWeaponIndex);
|
||||
if (OnSwitchedToWeapon != null)
|
||||
{
|
||||
OnSwitchedToWeapon.Invoke(newWeapon);
|
||||
}
|
||||
|
||||
if (newWeapon)
|
||||
{
|
||||
m_TimeStartedWeaponSwitch = Time.time;
|
||||
m_WeaponSwitchState = WeaponSwitchState.PutUpNew;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if new weapon is null, don't follow through with putting weapon back up
|
||||
m_WeaponSwitchState = WeaponSwitchState.Down;
|
||||
}
|
||||
}
|
||||
else if (m_WeaponSwitchState == WeaponSwitchState.PutUpNew)
|
||||
{
|
||||
m_WeaponSwitchState = WeaponSwitchState.Up;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle moving the weapon socket position for the animated weapon switching
|
||||
if (m_WeaponSwitchState == WeaponSwitchState.PutDownPrevious)
|
||||
{
|
||||
// m_WeaponMainLocalPosition = Vector3.Lerp(DefaultWeaponPosition.localPosition,
|
||||
// DownWeaponPosition.localPosition, switchingTimeFactor);
|
||||
}
|
||||
else if (m_WeaponSwitchState == WeaponSwitchState.PutUpNew)
|
||||
{
|
||||
// m_WeaponMainLocalPosition = Vector3.Lerp(DownWeaponPosition.localPosition,
|
||||
// DefaultWeaponPosition.localPosition, switchingTimeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Adds a weapon to our inventory
|
||||
public bool AddWeapon(WeaponController weaponPrefab)
|
||||
{
|
||||
// if we already hold this weapon type (a weapon coming from the same source prefab), don't add the weapon
|
||||
if (HasWeapon(weaponPrefab) != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// search our weapon slots for the first free one, assign the weapon to it, and return true if we found one. Return false otherwise
|
||||
for (int i = 0; i < m_WeaponSlots.Length; i++)
|
||||
{
|
||||
// only add the weapon if the slot is free
|
||||
if (m_WeaponSlots[i] == null)
|
||||
{
|
||||
// spawn the weapon prefab as child of the weapon socket
|
||||
WeaponController weaponInstance = Instantiate(weaponPrefab, WeaponParentSocket);
|
||||
weaponInstance.transform.localPosition = Vector3.zero;
|
||||
weaponInstance.transform.localRotation = Quaternion.identity;
|
||||
|
||||
// Set owner to this gameObject so the weapon can alter projectile/damage logic accordingly
|
||||
weaponInstance.Owner = gameObject;
|
||||
weaponInstance.SourcePrefab = weaponPrefab.gameObject;
|
||||
weaponInstance.ShowWeapon(false);
|
||||
|
||||
// Assign the first person layer to the weapon
|
||||
int layerIndex =
|
||||
Mathf.RoundToInt(Mathf.Log(FpsWeaponLayer.value,
|
||||
2)); // This function converts a layermask to a layer index
|
||||
foreach (Transform t in weaponInstance.gameObject.GetComponentsInChildren<Transform>(true))
|
||||
{
|
||||
t.gameObject.layer = layerIndex;
|
||||
}
|
||||
|
||||
m_WeaponSlots[i] = weaponInstance;
|
||||
|
||||
if (OnAddedWeapon != null)
|
||||
{
|
||||
OnAddedWeapon.Invoke(weaponInstance, i);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle auto-switching to weapon if no weapons currently
|
||||
if (GetActiveWeapon() == null)
|
||||
{
|
||||
SwitchWeapon(true);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool RemoveWeapon(WeaponController weaponInstance)
|
||||
{
|
||||
// Look through our slots for that weapon
|
||||
for (int i = 0; i < m_WeaponSlots.Length; i++)
|
||||
{
|
||||
// when weapon found, remove it
|
||||
if (m_WeaponSlots[i] == weaponInstance)
|
||||
{
|
||||
m_WeaponSlots[i] = null;
|
||||
|
||||
if (OnRemovedWeapon != null)
|
||||
{
|
||||
OnRemovedWeapon.Invoke(weaponInstance, i);
|
||||
}
|
||||
|
||||
Destroy(weaponInstance.gameObject);
|
||||
|
||||
// Handle case of removing active weapon (switch to next weapon)
|
||||
if (i == ActiveWeaponIndex)
|
||||
{
|
||||
SwitchWeapon(true);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public WeaponController GetActiveWeapon()
|
||||
{
|
||||
return GetWeaponAtSlotIndex(ActiveWeaponIndex);
|
||||
}
|
||||
|
||||
public WeaponController GetWeaponAtSlotIndex(int index)
|
||||
{
|
||||
// find the active weapon in our weapon slots based on our active weapon index
|
||||
if (index >= 0 &&
|
||||
index < m_WeaponSlots.Length)
|
||||
{
|
||||
return m_WeaponSlots[index];
|
||||
}
|
||||
|
||||
// if we didn't find a valid active weapon in our weapon slots, return null
|
||||
return null;
|
||||
}
|
||||
|
||||
// Calculates the "distance" between two weapon slot indexes
|
||||
// For example: if we had 5 weapon slots, the distance between slots #2 and #4 would be 2 in ascending order, and 3 in descending order
|
||||
int GetDistanceBetweenWeaponSlots(int fromSlotIndex, int toSlotIndex, bool ascendingOrder)
|
||||
{
|
||||
int distanceBetweenSlots = 0;
|
||||
|
||||
if (ascendingOrder)
|
||||
{
|
||||
distanceBetweenSlots = toSlotIndex - fromSlotIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
distanceBetweenSlots = -1 * (toSlotIndex - fromSlotIndex);
|
||||
}
|
||||
|
||||
if (distanceBetweenSlots < 0)
|
||||
{
|
||||
distanceBetweenSlots = m_WeaponSlots.Length + distanceBetweenSlots;
|
||||
}
|
||||
|
||||
return distanceBetweenSlots;
|
||||
}
|
||||
|
||||
void OnWeaponSwitched(WeaponController newWeapon)
|
||||
{
|
||||
if (newWeapon != null)
|
||||
{
|
||||
newWeapon.ShowWeapon(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c6b4f98e62f1d104f8658bba08e5d56f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user