working on fpp character animations
This commit is contained in:
@@ -1,4 +1,5 @@
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using RebootKit.Engine.Extensions;
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using System;
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using RebootKit.Engine.Extensions;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Services.Simulation;
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using Unity.Mathematics;
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@@ -7,7 +8,7 @@ using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootReality.jelycho.Player {
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public class PlayerActor : Actor {
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static readonly Logger s_logger = new Logger(nameof(PlayerActor));
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static readonly Logger s_Logger = new Logger(nameof(PlayerActor));
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[SerializeField] Animator m_Animator;
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@@ -17,7 +18,6 @@ namespace RebootReality.jelycho.Player {
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[Header("Camera")]
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[SerializeField] FPPCamera m_Camera;
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[SerializeField] CameraSpring m_CameraSpring;
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[SerializeField] Transform m_HeadBoneTransform;
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[SerializeField, Range(0.0f, 1.0f), Tooltip("Percentage of run speed")]
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float m_EnableCameraBobbingPercentThreshold = 0.5f;
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@@ -29,23 +29,44 @@ namespace RebootReality.jelycho.Player {
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float m_TargetCameraBobbing = 0.0f;
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float m_CurrentCameraBobbing = 0.0f;
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[Header("Character")]
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[SerializeField] Transform m_CharacterRootTransform;
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[SerializeField] Transform m_HeadBoneTransform;
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[SerializeField] Transform m_HeadAimTargetTransform;
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[SerializeField] Transform m_CharacterForwardTransform;
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[SerializeField, Range(0.0f, 90.0f)] float m_CharacterRotateDeadAngle = 5.0f;
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[SerializeField, Range(0.0f, 90.0f)] float m_CharacterRotateSoftAngle = 90.0f;
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[SerializeField] float m_CharacterRotateSpeed = 180.0f;
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[SerializeField] float m_CharacterRotateFastSpeed = 720.0f;
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float m_CharacterTurnVelocity = 0.0f;
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[Header("Dragging")]
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[SerializeField] Transform m_DragGutStartPosition;
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[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
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[SerializeField] FloatRange m_DragDistanceRange = new FloatRange(1.0f, 5.0f);
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[SerializeField] LineRenderer m_LineRenderer;
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public float3 LookDirection {
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get {
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float pitchRad = math.radians(-m_Camera.Pitch);
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float yawRad = math.radians(m_Camera.Yaw);
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return new float3(math.sin(yawRad) * math.cos(pitchRad),
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math.sin(pitchRad),
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math.cos(yawRad) * math.cos(pitchRad));
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}
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}
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public override void OnBeginPlay() {
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m_CameraSpring.Initialize();
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}
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public override void OnTick() {
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public override void OnTick(float deltaTime) {
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// Camera Stuff
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m_Camera.Tick();
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m_Locomotion.YawRotation = m_Camera.Yaw;
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// Camera bobbing
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if (m_Locomotion.IsGrounded &&
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m_Locomotion.SpeedXZ >= m_Locomotion.runSpeed * m_EnableCameraBobbingPercentThreshold) {
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if (m_Locomotion.IsSprinting) {
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@@ -62,22 +83,50 @@ namespace RebootReality.jelycho.Player {
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m_CameraBobbingTransitionSpeed * Time.deltaTime);
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m_Camera.SetBobbing(m_CurrentCameraBobbing);
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m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position +
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m_Camera.Camera.transform.forward * 2.0f;
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if (m_PhysicsDragger.Current.OrNull() is not null) {
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m_LineRenderer.enabled = true;
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m_LineRenderer.SetPosition(0, m_LineRenderer.transform.InverseTransformPoint(m_DragGutStartPosition.position));
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m_LineRenderer.SetPosition(1, m_LineRenderer.transform.InverseTransformPoint(m_PhysicsDragger.Current.position));
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} else {
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m_LineRenderer.enabled = false;
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}
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Vector3 actorUp = transform.up;
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Vector3 actorRight = transform.right;
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Vector3 actorForward = transform.forward;
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m_CameraSpring.UpdateSpring(Time.deltaTime, actorUp, actorRight, actorForward);
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// Character rotation
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float3 targetCharacterForward = math.normalize(LookDirection.With(y: 0.0f));
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float3 currentCharacterForward = math.normalize(m_CharacterForwardTransform.forward.With(y: 0.0f));
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float angleRad = math.acos(math.clamp(math.dot(targetCharacterForward, currentCharacterForward) / (math.length(targetCharacterForward) * math.length(currentCharacterForward)), -1f, 1f));
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float angleDeg = math.degrees(angleRad);
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bool rotateCharacter = false;
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float rotateCharacterSpeed = m_CharacterRotateSpeed;
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m_CharacterTurnVelocity = 0.0f;
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if (math.abs(angleDeg) > m_CharacterRotateDeadAngle) {
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if (math.abs(angleDeg) < m_CharacterRotateSoftAngle) {
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rotateCharacter = true;
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} else {
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rotateCharacter = true;
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rotateCharacterSpeed = m_CharacterRotateFastSpeed;
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}
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}
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float velocityForward = m_Locomotion.Velocity.z;
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if (!rotateCharacter && math.abs(velocityForward) > 0.01f) {
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rotateCharacter = true;
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}
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if (rotateCharacter) {
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m_CharacterTurnVelocity = rotateCharacterSpeed * deltaTime;
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Vector3 newForward = Vector3.RotateTowards(currentCharacterForward,
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targetCharacterForward,
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math.radians(m_CharacterTurnVelocity),
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0.0f);
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m_CharacterForwardTransform.forward = newForward;
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}
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// Aim Target adjustment
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m_HeadAimTargetTransform.position = (float3)m_HeadBoneTransform.position + LookDirection * 5.0f;
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UpdateAnimator();
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}
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@@ -98,7 +147,7 @@ namespace RebootReality.jelycho.Player {
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}
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public void SetMoveInput(Vector2 input) {
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float3 direction = Quaternion.AngleAxis(transform.eulerAngles.y, Vector3.up) *
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float3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) *
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new float3(input.x, 0.0f, input.y);
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m_Locomotion.SetWishDirection(direction);
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}
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@@ -115,19 +164,29 @@ namespace RebootReality.jelycho.Player {
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}
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struct AnimatorParamHashes {
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public static readonly int s_VelocityForwardNormalized = Animator.StringToHash("VelocityForwardNormalized");
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public static readonly int s_VelocityRightNormalized = Animator.StringToHash("VelocityRightNormalized");
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public static readonly int s_IsGrounded = Animator.StringToHash("IsGrounded");
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public static readonly int VelocityForwardNormalized = Animator.StringToHash("VelocityForwardNormalized");
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public static readonly int VelocityRightNormalized = Animator.StringToHash("VelocityRightNormalized");
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public static readonly int TurnVelocity = Animator.StringToHash("TurnVelocity");
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public static readonly int IsGrounded = Animator.StringToHash("IsGrounded");
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}
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void UpdateAnimator() {
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Vector3 localVelocity = m_Locomotion.LocalVelocity;
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Vector3 localVelocity = m_CharacterForwardTransform.InverseTransformDirection(m_Locomotion.Velocity);
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float forwardNormalized = localVelocity.z / m_Locomotion.runSpeed;
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float rightNormalized = localVelocity.x / m_Locomotion.runSpeed;
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m_Animator.SetFloat(AnimatorParamHashes.s_VelocityForwardNormalized, forwardNormalized);
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m_Animator.SetFloat(AnimatorParamHashes.s_VelocityRightNormalized, 0.0f);
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float turnVelocity = m_CharacterTurnVelocity;
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if (math.abs(forwardNormalized) > 0.01f ||
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math.abs(rightNormalized) > 0.01f ||
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!m_Locomotion.IsGrounded) {
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turnVelocity = 0.0f;
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}
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m_Animator.SetFloat(AnimatorParamHashes.VelocityForwardNormalized, forwardNormalized);
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m_Animator.SetFloat(AnimatorParamHashes.VelocityRightNormalized, rightNormalized);
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m_Animator.SetFloat(AnimatorParamHashes.TurnVelocity, turnVelocity);
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m_Animator.SetBool(AnimatorParamHashes.s_IsGrounded, m_Locomotion.IsGrounded);
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m_Animator.SetBool(AnimatorParamHashes.IsGrounded, m_Locomotion.IsGrounded);
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}
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}
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}
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