BITFALL/Assets/Artists/Scripts/Equip/EquipSway.cs

76 lines
2.0 KiB
C#

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