コード例 #1
0
ファイル: Aim_Assist.cs プロジェクト: Blamx/Portfolio
    // Update is called once per frame
    void Update()
    {
        tempPlayer.transform.position = transform.position;
        tempPlayer.transform.rotation = transform.rotation;
        if (!gamepad.isKeyboard)
        {
            ajustedSensitivity = sensitivity;
        }
        else
        {
            ajustedSensitivity = mouseSensitivity;
        }



        //target = Cam_Raytrace.rayOutData[playerNum].collider.gameObject;

        if (transform.gameObject.GetComponent <Cam_Rotation>().isZooming)
        {
            if (!gamepad.isKeyboard)
            {
                ajustedSensitivity = adsSensitivity;
            }
            else
            {
                ajustedSensitivity = adsMouseSensitivity;
            }
        }
        if (!gamepad.isKeyboard)
        {
            if (transform.gameObject.GetComponent <Cam_Raytrace>().rayHit)
            {
                if (transform.gameObject.GetComponent <Cam_Raytrace>().rayOutData.collider.gameObject.name == "HitBox")
                {
                    if (transform.parent.name != transform.gameObject.GetComponent <Cam_Raytrace>().rayOutData.collider.transform.parent.parent.name)
                    {
                        targetPos = transform.gameObject.GetComponent <Cam_Raytrace>().rayOutData.collider.transform.position;


                        ajustedSensitivity = ajustedSensitivity / stickyAim;
                    }
                }
            }
            if (transform.gameObject.GetComponent <Cam_Raytrace>().rayHit)
            {
                if (transform.gameObject.GetComponent <Cam_Raytrace>().rayOutData.collider.gameObject.name == "HitBox")
                {
                    oldTargetPos = transform.gameObject.GetComponent <Cam_Raytrace>().rayOutData.collider.transform.position;
                }
            }
        }
        oldPos   = player.transform.position;
        oldStick = gamepadStick.getAxis("Right");
    }
コード例 #2
0
    //=====================================================================================================================================================
    void Update()
    {
        NoRecoil.transform.position = transform.position;
        CameraTurning();

        CamreaZoom();

        Vector2 cameraChange   = new Vector2(0, 0);
        Vector2 cameraChangeNR = new Vector2(0, 0);

        if (gamePad.isKeyboard)
        {
            cameraChange.x   = transform.GetComponent <Aim_Assist>().ajustedSensitivity.x *Input.GetAxis("Mouse X") + recoilEffect;//get mouse input
            cameraChange.y   = transform.GetComponent <Aim_Assist>().ajustedSensitivity.y *Input.GetAxis("Mouse Y") + recoilEffectY;
            cameraChangeNR.y = transform.GetComponent <Aim_Assist>().ajustedSensitivity.y *Input.GetAxis("Mouse Y");
        }
        if (!gamePad.isKeyboard)
        {
            cameraChange.x   = transform.GetComponent <Aim_Assist>().ajustedSensitivity.x *gamePadStick.getAxis("Right").x + recoilEffect;//get stick input
            cameraChange.y   = transform.GetComponent <Aim_Assist>().ajustedSensitivity.y *gamePadStick.getAxis("Right").y + recoilEffect;
            cameraChangeNR.y = transform.GetComponent <Aim_Assist>().ajustedSensitivity.y *gamePadStick.getAxis("Right").y;

            cameraChange = transform.GetComponent <Aim_Assist>().newAim(cameraChange);
        }
        recoilEffect  = 0;
        recoilEffectY = 0;

        transform.Rotate(cam_upVec * cameraChange.x, Space.World);          //rotate on local x axis
        NoRecoil.transform.Rotate(cam_upVec * cameraChange.x, Space.World); //rotate on local x axis
        //Debug.DrawRay(transform.position, cam_upVec, Color.green);

        cam_rightVec = Vector3.Cross(cam_upVec, transform.forward);//calculate new right vector
        cam_rightVec = Vector3.Normalize(cam_rightVec);

        //Checks the angle between camera's forward vector and the normal of the surface the player is on
        if ((Vector3.Angle(transform.forward, cam_upVec) <= restrictAngle) && (cameraChange.y > 0))              //If the angle between the two vectors is less than a certain degree and the player is trying to look up
        {
            cameraChange.y = -1.0f;                                                                              // rotate down instead
        }
        else if ((Vector3.Angle(transform.forward, cam_upVec) >= (180 - restrictAngle)) && (cameraChange.y < 0)) //If the angle between the two vectors is bigger than a certain degree and the player is trying to look down
        {
            cameraChange.y = 1.0f;                                                                               // rotate up instead
        }
        else //Just rotates normally
        {
            //Debug.Log(Vector3.Angle(NoRecoil.transform.forward, player.transform.forward) +" "+ Vector3.Angle(transform.forward, player.transform.forward));
            if (Vector3.Angle(NoRecoil.transform.forward, player.transform.forward) <= Vector3.Angle(transform.forward, player.transform.forward) || cameraChange.y > 0)
            {
                NoRecoil.transform.Rotate(cam_rightVec * -cameraChangeNR.y, Space.World);
            }
            transform.Rotate(cam_rightVec * -cameraChange.y, Space.World);//rotate on local y axis (netagive to function like standard FPS controls)
            //Debug.DrawRay(transform.position, cam_rightVec, Color.red);

            if (Vector3.Angle(NoRecoil.transform.forward, player.transform.up) < Vector3.Angle(transform.forward, player.transform.up))
            {
                NoRecoil.transform.rotation = transform.rotation;
            }
        }

        cam_forwardVec = transform.TransformDirection(Vector3.forward);//seting forward

        //sets camrea to players position
        transform.position = camPos.transform.position;
        //transform.rotation = NoRecoil.transform.rotation;
        Debug.DrawRay(NoRecoil.transform.position, NoRecoil.transform.forward);
    }