private void Update()
    {
        isAiming = Input.GetMouseButton(1);
        animator.SetBool(isAimingParam, isAiming);

        var weapon = activeWeapon.GetActiveWeapon();

        if (weapon)
        {
            weapon.recoil.recoilModifier = isAiming ? 0.3f : 1.0f;
        }

        xAxis.Update(Time.fixedDeltaTime);
        yAxis.Update(Time.fixedDeltaTime);

        float max = yAxis.m_MaxValue = 90;
        float min = yAxis.m_MinValue = -90;

        cameraLookAt.eulerAngles = new Vector3(Mathf.Clamp(yAxis.Value, min, max), xAxis.Value, 0);

        //Rotation of camera in Y axis
        float yawCamera = mainCamera.transform.rotation.eulerAngles.y;

        //Blend from current rotation towards the cams rotatiion only in y axis
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, yawCamera, 0), turnSpeed * Time.fixedDeltaTime);
    }
    // Update is called once per frame
    void Update()
    {
        RaycastWeapon weapon = activeWeapon.GetActiveWeapon();

        if (weapon)
        {
            if (Input.GetKeyDown(KeyCode.R) || weapon.ammoCount <= 0)
            {
                rigcontroller.SetTrigger("reload_weapon");
                isReloading = true;
            }
            if (weapon.isFiring)
            {
                ammoWidget.Refresh(weapon.ammoCount);
            }
        }
    }
示例#3
0
    private void Update()
    {
        #region recoil
        //isAiming = Input.GetMouseButton(1);
        animator.SetBool(isAimingParam, isAiming);

        var weapon = activeWeapon.GetActiveWeapon();
        if (weapon)
        {
            weapon.recoil.recoilModifier = isAiming ? 0.3f : 1.0f;
        }
        #endregion
        if (desktopControlls.DesktopControlls)
        {
            //Debug.Log(desktopControlls.DesktopControlls);
            #region Camera Aiming Desktop

            xAxis.Update(Time.fixedDeltaTime);
            yAxis.Update(Time.fixedDeltaTime);

            cameraLookAt.eulerAngles = new Vector3(yAxis.Value, xAxis.Value, 0);


            //Rotation of camera in Y axis
            float yawCamera = mainCamera.transform.rotation.eulerAngles.y;

            //Blend from current rotation towards the cams rotatiion only in y axis
            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, yawCamera, 0), turnSpeed * Time.fixedDeltaTime);
            #endregion
        }
        else
        {
            #region MOBILE AIMING CODE WORKING
            if (Input.touchCount > 0)
            {
                if ((Input.touches[0].position.x > Screen.width / 2 && Input.touches[0].phase == TouchPhase.Moved)
                    ||
                    (Input.touches[1].position.x > Screen.width / 2 && Input.touches[1].phase == TouchPhase.Moved))
                {
                    #region TESTING CODE 5

                    xAxis.Update(Time.fixedDeltaTime);
                    yAxis.Update(Time.fixedDeltaTime);

                    cameraLookAt.eulerAngles = new Vector3(yAxis.Value, xAxis.Value, 0);

                    //Rotation of camera in Y axis
                    float yawCamera = mainCamera.transform.rotation.eulerAngles.y;

                    //Blend from current rotation towards the cams rotatiion only in y axis
                    transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, yawCamera, 0), turnSpeed * Time.fixedDeltaTime);

                    #endregion
                }
            }
            #endregion
        }
    }