public void ResetCamera(NodeAddedEvent evt, AimingIdleStateNode weapon, AimingCameraNode cameraNode) { ShaftAimingCameraComponent shaftAimingCamera = cameraNode.shaftAimingCamera; CameraTransformDataComponent cameraTransformData = cameraNode.cameraTransformData; CameraComponent camera = cameraNode.camera; Transform root = cameraNode.cameraRootTransform.Root; root.SetPositionSafe(cameraTransformData.Data.Position); root.SetRotationSafe(cameraTransformData.Data.Rotation); Entity entity = cameraNode.Entity; entity.RemoveComponent <ShaftAimingCameraComponent>(); entity.AddComponent <ShaftAimingCameraFOVRecoveringComponent>(); entity.AddComponent <ApplyCameraTransformComponent>(); }
public unsafe void UpdateCameraAtWorkingState(WeaponRotationUpdateShaftAimingCameraEvent e, AimingWorkingStateNode weapon, [JoinAll] AimingCameraNode cameraNode) { Transform root = cameraNode.cameraRootTransform.Root; MuzzleLogicAccessor accessor = new MuzzleLogicAccessor(weapon.muzzlePoint, weapon.weaponInstance); ShaftAimingCameraConfigEffectComponent shaftAimingCameraConfigEffect = weapon.shaftAimingCameraConfigEffect; ShaftAimingWorkingStateComponent shaftAimingWorkingState = weapon.shaftAimingWorkingState; root.SetPositionSafe(accessor.GetBarrelOriginWorld()); root.SetRotationSafe(Quaternion.LookRotation(shaftAimingWorkingState.WorkingDirection, accessor.GetUpDirectionWorld())); Vector3 eulerAngles = root.eulerAngles; weapon.weaponRotationControl.MouseRotationCumulativeHorizontalAngle = Mathf.Clamp(weapon.weaponRotationControl.MouseRotationCumulativeHorizontalAngle, -weapon.shaftAimingRotationConfig.AimingOffsetClipping, weapon.shaftAimingRotationConfig.AimingOffsetClipping); float num = Mathf.Clamp(weapon.weaponRotationControl.MouseRotationCumulativeHorizontalAngle, -weapon.shaftAimingRotationConfig.MaxAimingCameraOffset, weapon.shaftAimingRotationConfig.MaxAimingCameraOffset); Vector3 *vectorPtr1 = &eulerAngles; vectorPtr1->y += num; Vector3 *vectorPtr2 = &eulerAngles; vectorPtr2->x -= weapon.weaponRotationControl.MouseShaftAimCumulativeVerticalAngle; root.eulerAngles = eulerAngles; cameraNode.camera.FOV = Mathf.Lerp(shaftAimingCameraConfigEffect.ActivationStateTargetFov, shaftAimingCameraConfigEffect.WorkingStateMinFov, shaftAimingWorkingState.InitialEnergy - weapon.weaponEnergy.Energy); }
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 ApplyKickbackEffect(UpdateEvent evt, ShaftWeaponKickbackNode shaft, [JoinAll] AimingCameraNode cameraNode) { CameraComponent camera = cameraNode.camera; Transform root = cameraNode.cameraRootTransform.Root; Vector3 lastPosition = shaft.shaftAimingCameraKickback.LastPosition; Quaternion lastRotation = shaft.shaftAimingCameraKickback.LastRotation; Vector3 position = shaft.weaponInstance.WeaponInstance.transform.position; Quaternion rotation = shaft.weaponInstance.WeaponInstance.transform.rotation; shaft.shaftAimingCameraKickback.LastRotation = rotation; shaft.shaftAimingCameraKickback.LastPosition = position; root.SetPositionSafe((root.position + position) - lastPosition); root.SetRotationSafe(root.rotation * (Quaternion.Inverse(lastRotation) * rotation)); }