Esempio n. 1
0
    private void WeaponGUI()
    {
        shootImpulseGUI  = Mathf.Clamp(Mathf.Lerp(shootImpulseGUI, 1f, Time.unscaledDeltaTime * 5f), 1f, 1.11f);
        reloadImpulseGUI = Mathf.Clamp(Mathf.Lerp(reloadImpulseGUI, 1f, Time.unscaledDeltaTime * 5f), 1f, 1.11f);
        reloadSinAlpha   = (reloading) ? Mathf.Abs(Mathf.Sin(Time.time * 5f)) * 0.4f : 0f;

        curAmmoDisplay.color = (percent <= 0.33f && !wm.pe.hasEMP) ? new Color(1f, 0.3f, 0.1f, 1f - reloadSinAlpha) : new Color(1f, 1f, 1f, 1f - reloadSinAlpha);

        curAmmoDisplay.cachedTrans.localScale = Vector3.one * shootImpulseGUI;
        curAmmoDisplay.text = wm.displayCurAmmo.ToString();
        ammoLeftDisplay.cachedTrans.localScale = Vector3.one * reloadImpulseGUI;
        ammoLeftDisplay.text = wm.displayAmmoLeft.ToString();

        if (!wm.pe.hasEMP)
        {
            ammoBar.value = DarkRef.LerpTowards(ammoBar.value, percent, Time.deltaTime * 8f, Time.deltaTime * 2f, 0.5f);
        }
    }
Esempio n. 2
0
    private IEnumerator WeaponNameTransition()
    {
        scramble = 0f;

        while (scramble < 0.99f)
        {
            scramble = DarkRef.LerpTowards(scramble, 1f, Time.deltaTime * 20f, Time.deltaTime, 0.2f);
            yield return(null);
        }

        scramble = 1f;

        while (scramble > 0.01f)
        {
            scramble = DarkRef.LerpTowards(scramble, 0f, Time.deltaTime * 20f, Time.deltaTime, 0.2f);
            yield return(null);
        }

        scramble = 0f;
    }
Esempio n. 3
0
    void Update()
    {
        if (Time.time - startTime < 0.15f)
        {
            switchRotX = dm.drawRot.x;
            switchRotY = -dm.drawRot.y;
            switchRotZ = dm.drawRot.z;
        }

        if (Time.timeScale <= 0f)
        {
            return;
        }

        if (wm.currentWeaponTransform != null && lastWepTrans != wm.currentWeaponTransform)
        {
            acv          = wm.currentWeaponTransform.GetComponent <AntiClipVariables>();
            lastWepTrans = wm.currentWeaponTransform;
        }

        RaycastHit hit1;
        RaycastHit hit2;

        Physics.Raycast(tr.position, Vector3.up, out hit2, 0f);
        antiClipPos = Vector3.zero;
        float lerpRotation = 0f;

        ac.antiClipVector = Vector3.Lerp(ac.antiClipVector, Vector3.zero, Time.deltaTime * 6.5f);
        if (Physics.Raycast(tr.position, tr.forward, out hit1, rayLength, layers.value) || Physics.Raycast(tr.position - (tr.right * 0.15f), tr.forward, out hit2, rayLength * 0.95f, layers.value))
        {
            float distFromObj = Mathf.Max(hit1.distance, hit2.distance);
            if (rayLength - distFromObj < distThreshold)
            {
                clipping = false;
                float rDepth = rayLength - distFromObj;
                antiClipPos       = -Vector3.forward * rDepth * distMultiplier;
                ac.antiClipVector = Vector3.Lerp(ac.antiClipVector, -Vector3.forward * rDepth * aimDistMultiplier, Time.deltaTime * 6.5f);
                mainRot           = DarkRef.LerpTowards(mainRot, defaultRot, Time.deltaTime * smoothing, Time.deltaTime * 280f, 0.25f);
            }
            else
            {
                clipping     = true;
                lerpRotation = Mathf.Clamp((Mathf.Max(0.55f - distFromObj) / 0.27f) + 0.7f, 0.7f, 1f);
                if (wm.currentWeaponTransform != null && acv != null && !pm.sprinting && !pm.onLadder)
                {
                    mainRot = DarkRef.LerpTowards(mainRot, Vector3.Lerp(defaultRot, acv.antiClipRot, lerpRotation), Time.deltaTime * smoothing, Time.deltaTime * 280f, 0.25f);
                }
            }
        }
        else
        {
            clipping = false;
            mainRot  = Vector3.Lerp(mainRot, defaultRot, Time.deltaTime * smoothing);
        }

        rotateWeaponTr = DarkRef.LerpTowards(rotateWeaponTr, (dm.rotateWeaponTransform || pm.onLadder) ? Vector3.zero : dm.curSprintRot, Time.deltaTime * ((ac.isAiming) ? 8.1f : 6.9f) * ((pm.wasSprinting) ? 0.8f : 1f), Time.deltaTime * dm.sprintRot.magnitude * 2.5f, 0.18f);
        switchRotX     = Mathf.Lerp(switchRotX, dm.switchRot.x, Time.deltaTime * 7.3f);
        switchRotY     = Mathf.Lerp(switchRotY, dm.switchRot.y, Time.deltaTime * 6.6f);
        switchRotZ     = Mathf.Lerp(switchRotZ, dm.switchRot.z, Time.deltaTime * 6.7f);

        Vector3 realSwitchRot = new Vector3(switchRotX - (overshootCurve.Evaluate((1f - Mathf.Clamp01(Mathf.Abs(switchRotY) / Mathf.Abs(Mathf.Max(0.001f, dm.drawRot.y))))) * overshootMultiplier), switchRotY, switchRotZ);

        drawOffset          = Vector3.Lerp(drawOffset, Vector3.up * dm.drawOffset, Time.deltaTime * 6.6f);
        acoTr.localPosition = drawOffset + Vector3.Lerp(acoTr.localPosition, antiClipPos + ((acv != null) ? Vector3.Lerp(defaultPos, acv.antiClipPos, lerpRotation) : defaultPos), Time.deltaTime * 6.5f);
        acoTr.localRotation = Quaternion.Euler(mainRot + realSwitchRot + rotateWeaponTr);
    }
Esempio n. 4
0
    void Update()
    {
        GameSettings sManager = GameSettings.settingsController;

        noisePos += Time.deltaTime * 0.58f;
        float perlinX = (Mathf.PerlinNoise(noisePos, 0f) - 0.5f);
        float perlinY = (Mathf.PerlinNoise(0f, noisePos) - 0.5f);

        idleX = Mathf.Lerp(idleX, perlinX * ((isAiming) ? 0.36f : 0.55f), Time.deltaTime * 12f);
        idleY = Mathf.Lerp(idleY, perlinY * ((isAiming) ? 0.36f : 0.55f), Time.deltaTime * 12f);
        idleZ = Mathf.Lerp(idleZ, (Mathf.PerlinNoise(noisePos * 0.4f, noisePos * 0.3f) - 0.5f) * ((isAiming) ? 0.3f : 0.45f), Time.deltaTime * 12f);

        shakeX = Mathf.PerlinNoise(Mathf.PingPong(Time.time * 19.5f, 750f), -501f) - 0.5f;
        shakeY = Mathf.PerlinNoise(32f, Mathf.PingPong(Time.time * 19.5f, 650f)) - 0.5f;

        gc = wm.currentGC;
        float spdFactor = 1f;

        if (!RestrictionManager.restricted)
        {
            if (gc != null && !wm.prepareToSwitch && !dm.animationIsPlaying && !pm.onLadder && !dm.terminalVelocity)
            {
                bool aimCheck    = (!pm.sprinting && !pm.wasSprinting && !gc.reloading && !acs.clipping && !hasStartAiming && (Time.time - lastUnAim) > 0.25f);
                bool aimSettings = (sManager.aimToggle == "Hold (Press)");
                bool aimMethod   = (aimSettings) ? cInput.GetButton("Aim") : cInput.GetButtonDown("Aim");
                if (aimMethod && aimCheck)
                {
                    isAiming           = true;
                    hasStartAiming     = true;
                    pv.jumpRattleEquip = true;
                    lastAim            = Time.time;
                }

                bool unaimBool = (aimSettings ? !cInput.GetButton("Aim") : cInput.GetButtonDown("Aim")) && (hasStartAiming && (Time.time - lastAim) > 0.25f);
                if ((unaimBool && !pl.isBreathing) || gc.reloading)
                {
                    isAiming       = false;
                    hasStartAiming = false;
                    lastUnAim      = Time.time;
                }
                if (unaimBool)
                {
                    pv.jumpRattleEquip = true;
                }

                spdFactor = gc.aimSpeedFactor;
            }
            else
            {
                isAiming       = false;
                hasStartAiming = false;
                aimEffect      = false;
            }
        }

        bool wepEnableDof = false;

        if (gc != null && gc.dofBlurAmount > 0f)
        {
            wepEnableDof     = true;
            dofBlurAmount    = gc.dofBlurAmount;
            dofBlurDistance  = gc.dofBlurDistance;
            dofBlurAperture  = gc.dofBlurAperture;
            dofBlurFocalSize = gc.dofBlurFocalSize;
            dofBlendBlur     = gc.dofBlendBlur;
        }

        if (aimEffect)
        {
            vc.sniperBlur      = Mathf.Lerp(vc.sniperBlur, blur, Time.deltaTime * effectSmoothing);
            vc.sniperIntensity = Mathf.Lerp(vc.sniperIntensity, intensity, Time.deltaTime * effectSmoothing);
        }
        else
        {
            vc.sniperBlur      = Mathf.Lerp(vc.sniperBlur, 0f, Time.deltaTime * effectSmoothing);
            vc.sniperIntensity = Mathf.Lerp(vc.sniperIntensity, 0f, Time.deltaTime * effectSmoothing);
        }

        fallAnim = Mathf.Lerp(fallAnim, (ia.impactY > 0f) ? ia.impactY : 0f, Time.deltaTime * 3f);
        float upwardKickAnim = (dm.kickPos.z < -0.0001f && !dm.isEmptyClick) ? (dm.kickPosReal.z / dm.kickPos.z) * 0.65f * pl.camAnimation : 0f;

        tilt                   = Mathf.Lerp(tilt, Mathf.Clamp(pl.xVelocity * 0.6f * 0.01f, -3f, 3f), Time.deltaTime * 4f); //Mouse
        shootShake             = new Vector3((Mathf.PerlinNoise(noisePos * 25f, 0f) - 0.5f), (Mathf.PerlinNoise(0f, noisePos * 25f) - 0.5f), 0f) * (0.2f - Mathf.Clamp(Time.time - lastShake, 0f, 0.2f)) * 5f;
        cachedTr.localRotation = Quaternion.Euler((pl.shakePos * 160f) + (shootShake * 0.75f) + flinchRot + new Vector3(-fallAnim * 36f + idleX - Mathf.Pow(upwardKickAnim, 0.6f), idleY - (upwardKickAnim * ((Mathf.PerlinNoise(Mathf.PingPong(Time.time * 12f, 50f), 0f)) - 0.5f) * 2.5f), tilt + (idleZ * 2f) + (fallAnim * 12f) + (pl.recoilZ * 1.3f) - (cb.translateChangeX * 0.9f)) + new Vector3(shakeX, shakeY, 0f) * shakeIntensity * 0.6f * (Mathf.Clamp(ia.shakeTime - Time.time, 0f, 0.5f)));

        settingsFOV = (float)sManager.FOV;

        if ((isAiming || pl.isBreathing) && !acs.clipping)
        {
            lerpPos = DarkRef.LerpTowards(lerpPos, gc.aimPos, Time.deltaTime * 10f, Time.deltaTime * aimSpeed * 0.956f * spdFactor, 0.5f);
            GetComponent <Camera>().fieldOfView = Mathf.Lerp(GetComponent <Camera>().fieldOfView, settingsFOV - (aimFovBoost * (1f + (((settingsFOV - 60) / 30f) * 2.75f))) - ((gc != null) ? gc.addZoomFOV : 0f), Time.deltaTime * spdFactor * fovInterpolateSpeed);
            pv.aimEffect = Mathf.Lerp(pv.aimEffect, 2.5f, Time.deltaTime * 8f);

            DarkRef.ToggleComponent(wdof, sManager.wDepthOfField == 1 && wepEnableDof);
            wdof.maxBlurSize       = dofBlurAmount;
            wdof.focalLength       = dofBlurDistance;
            wdof.aperture          = dofBlurAperture;
            wdof.focalSize         = dofBlurFocalSize;
            wdof.foregroundOverlap = dofBlendBlur;
        }
        else
        {
            lerpPos = DarkRef.LerpTowards(lerpPos, Vector3.zero, Time.deltaTime * 10f, Time.deltaTime * aimSpeed * spdFactor, 0.5f);
            GetComponent <Camera>().fieldOfView = Mathf.Lerp(GetComponent <Camera>().fieldOfView, settingsFOV, Time.deltaTime * spdFactor * fovInterpolateSpeed);
            pv.aimEffect = Mathf.Lerp(pv.aimEffect, 0f, Time.deltaTime * 8f);

            DarkRef.ToggleComponent(wdof, false);
        }

        cachedTr.localPosition = (pl.shakePos * 0.3f) + (flinchPos * 0.75f) + antiClipVector;
    }