76 lines
2.0 KiB
C#
76 lines
2.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Player.Equip;
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using BITKit;
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using BITKit.Entities;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Random = UnityEngine.Random;
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namespace BITFALL.Player.Movement
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{
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public class EquipSway : EntityBehavior
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{
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[SerializeField] private float rotDelta;
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[SerializeField] private float rotValue;
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[SerializeField] private float posDelta;
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[SerializeField] private float posValue;
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[SerializeField] private LocationAdditive locationAdditive;
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private Quaternion currentRotation;
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private Vector3 currentPosition;
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private IEntityMovement _movement;
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private IEquipService _equipService;
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[Inject] private IHealth _health;
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public override void OnAwake()
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{
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_movement = UnityEntity.Get<IEntityMovement>();
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_equipService = UnityEntity.Get<IEquipService>();
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}
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public override void OnLateUpdate(float deltaTime)
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{
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deltaTime = Mathf.Clamp(deltaTime, 0, 0.32f);
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var velocity = _movement.LocomotionBasedVelocity;
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var angularVelocity = _movement.AngularVelocity;
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if (_equipService.Zoom.Allow)
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{
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velocity = default;
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angularVelocity = default;
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}
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//Debug.Log(MathV.TransientRotationAxis(_movement.ViewRotation.eulerAngles) );
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currentPosition = Vector3.Lerp(currentPosition, velocity * posValue, posDelta * deltaTime);
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currentRotation = Quaternion.Slerp(currentRotation, Quaternion.Euler((angularVelocity -
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new Vector3()
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{
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x =
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_equipService.Zoom.Allow ? 0 :
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MathV.TransientRotationAxis(_movement.ViewRotation.eulerAngles).x * 0.05f
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} * rotValue
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)
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), rotDelta * deltaTime);
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currentPosition += new Vector3(
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angularVelocity.y,
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angularVelocity.x,
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angularVelocity.z
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) * (posValue * deltaTime * 8);
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if (_health.HealthPoint <= 50)
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{
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var t = math.sin(Time.time*5) * 0.001f;
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currentPosition += (Vector3)Random.insideUnitCircle * t ;
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}
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locationAdditive.AddEuler(currentRotation.eulerAngles);
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locationAdditive.AddPosition(currentPosition);
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}
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}
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}
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