50 lines
1.4 KiB
C#
50 lines
1.4 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 UnityEngine;
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using UnityEngine.InputSystem;
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namespace BITFALL.Player.Movement
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{
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public class EquipSway : EntityComponent
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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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public override void OnAwake()
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{
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_movement = entity.Get<IEntityMovement>();
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_equipService = entity.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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currentPosition = Vector3.Lerp(currentPosition,velocity * posValue,posDelta * deltaTime);
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currentRotation = Quaternion.Lerp(currentRotation,Quaternion.Euler(angularVelocity * rotValue),rotDelta * deltaTime);
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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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