unity dark mode asset, changes to player locomotion, camera bobbing

This commit is contained in:
2025-06-09 18:50:01 +02:00
parent a8cdd143ca
commit fbe3b59773
22 changed files with 1359 additions and 62 deletions

View File

@@ -18,6 +18,17 @@ namespace RealityReboot.jelycho.Player {
[SerializeField] FPPCamera m_Camera;
[SerializeField] CameraSpring m_CameraSpring;
[SerializeField, Range(0.0f, 1.0f), Tooltip("Percentage of run speed")]
float m_EnableCameraBobbingPercentThreshold = 0.5f;
[SerializeField] float m_SprintCameraBobbing = 1.0f;
[SerializeField] float m_RunCameraBobbing = 0.5f;
[SerializeField] float m_IdleCameraBobbing = 0.0f;
[SerializeField] float m_CameraBobbingTransitionSpeed = 5.0f;
float m_TargetCameraBobbing = 0.0f;
float m_CurrentCameraBobbing = 0.0f;
[Header("Dragging")]
[SerializeField] Transform m_DragGutStartPosition;
[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
@@ -29,10 +40,29 @@ namespace RealityReboot.jelycho.Player {
}
public override void OnTick() {
m_Locomotion.YawRotation = m_Camera.Yaw;
m_Camera.Tick();
m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position + m_Camera.Camera.transform.forward * 2.0f;
m_Locomotion.YawRotation = m_Camera.Yaw;
// Camera bobbing
if (m_Locomotion.IsGrounded &&
m_Locomotion.SpeedXZ >= m_Locomotion.runSpeed * m_EnableCameraBobbingPercentThreshold) {
if (m_Locomotion.IsSprinting) {
m_TargetCameraBobbing = m_SprintCameraBobbing;
} else {
m_TargetCameraBobbing = m_RunCameraBobbing;
}
} else {
m_TargetCameraBobbing = m_IdleCameraBobbing;
}
m_CurrentCameraBobbing = Mathf.MoveTowards(m_CurrentCameraBobbing,
m_TargetCameraBobbing,
m_CameraBobbingTransitionSpeed * Time.deltaTime);
m_Camera.SetBobbing(m_CurrentCameraBobbing);
m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position +
m_Camera.Camera.transform.forward * 2.0f;
if (m_PhysicsDragger.Current.OrNull() is not null) {
m_LineRenderer.enabled = true;