public void InterpolateManualTargetingCamera(UpdateEvent evt, AimingWorkActivationStateNode weapon, [JoinAll] AimingCameraNode cameraNode) { MuzzleVisualAccessor accessor = new MuzzleVisualAccessor(weapon.muzzlePoint); CameraComponent camera = cameraNode.camera; Transform root = cameraNode.cameraRootTransform.Root; ShaftAimingCameraComponent shaftAimingCamera = cameraNode.shaftAimingCamera; float t = Mathf.Clamp01(weapon.shaftAimingWorkActivationState.ActivationTimer / weapon.shaftStateConfig.ActivationToWorkingTransitionTimeSec); MuzzleLogicAccessor accessor2 = new MuzzleLogicAccessor(weapon.muzzlePoint, weapon.weaponInstance); root.SetPositionSafe(Vector3.Lerp(shaftAimingCamera.WorldInitialCameraPosition, accessor2.GetBarrelOriginWorld(), t)); Quaternion quaternion2 = Quaternion.LookRotation(accessor.GetFireDirectionWorld(), accessor.GetUpDirectionWorld()); weapon.weaponRotationControl.MouseRotationCumulativeHorizontalAngle = Mathf.Clamp(weapon.weaponRotationControl.MouseRotationCumulativeHorizontalAngle, -weapon.shaftAimingRotationConfig.AimingOffsetClipping, weapon.shaftAimingRotationConfig.AimingOffsetClipping); Vector3 eulerAngles = quaternion2.eulerAngles; root.SetRotationSafe(Quaternion.Slerp(shaftAimingCamera.WorldInitialCameraRotation, Quaternion.Euler(eulerAngles.x, eulerAngles.y + weapon.weaponRotationControl.MouseRotationCumulativeHorizontalAngle, eulerAngles.z), t)); camera.FOV = Mathf.Lerp(shaftAimingCamera.InitialFOV, weapon.shaftAimingCameraConfigEffect.ActivationStateTargetFov, t); }
public void RequestBulletBuild(BaseShotEvent evt, BlockedWeaponNode weaponNode) { MuzzleVisualAccessor accessor = new MuzzleVisualAccessor(weaponNode.muzzlePoint); base.ScheduleEvent(new BulletBuildEvent(accessor.GetFireDirectionWorld()), weaponNode); }