added headshots and enemy's shooting
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||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &1360218907
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -8575,6 +8898,7 @@ SceneRoots:
|
||||
- {fileID: 483729265}
|
||||
- {fileID: 197010634}
|
||||
- {fileID: 1039074614}
|
||||
- {fileID: 279169685}
|
||||
- {fileID: 207773673}
|
||||
- {fileID: 1366152832}
|
||||
- {fileID: 1235679}
|
||||
@@ -8585,3 +8909,7 @@ SceneRoots:
|
||||
- {fileID: 65142585}
|
||||
- {fileID: 1114521749}
|
||||
- {fileID: 1007367441}
|
||||
- {fileID: 541212322}
|
||||
- {fileID: 306566000}
|
||||
- {fileID: 478620899}
|
||||
- {fileID: 1258283938}
|
||||
|
||||
10
Assets/Scripts/EnemyHeadHitbox.cs
Normal file
10
Assets/Scripts/EnemyHeadHitbox.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Attach this to an enemy's head GameObject.
|
||||
/// When the player shoots it, SimpleGun checks for this component and instakills.
|
||||
/// </summary>
|
||||
public class EnemyHeadHitbox : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public EnemyHealth enemyHealth;
|
||||
}
|
||||
2
Assets/Scripts/EnemyHeadHitbox.cs.meta
Normal file
2
Assets/Scripts/EnemyHeadHitbox.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23988a1164d49b7498b3b4dad22c92f4
|
||||
@@ -15,10 +15,18 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
public float attackRange = 2f;
|
||||
public float gravity = -20f;
|
||||
|
||||
[Header("Combat")]
|
||||
[Header("Melee Combat")]
|
||||
public float attackDamage = 10f;
|
||||
public float attackCooldown = 1f;
|
||||
|
||||
[Header("Ranged Combat")]
|
||||
public bool canShoot = true;
|
||||
public float shootRange = 18f; // within this range (but outside attackRange) the enemy shoots
|
||||
public float shootDamage = 8f;
|
||||
public float shootCooldown = 1.5f;
|
||||
public float bulletSpeed = 40f; // visual tracer speed
|
||||
public float shootAccuracyAngle = 5f; // random spread in degrees
|
||||
|
||||
[Header("Patrol (optional)")]
|
||||
public float patrolRadius = 8f;
|
||||
public float patrolWaitTime = 2f;
|
||||
@@ -30,6 +38,7 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
private Vector3 spawnPoint;
|
||||
private Vector3 patrolTarget;
|
||||
private float nextAttackTime;
|
||||
private float nextShootTime;
|
||||
private float verticalVelocity;
|
||||
private float patrolWaitTimer;
|
||||
private bool isAggro = false;
|
||||
@@ -49,8 +58,8 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
controller = GetComponent<CharacterController>();
|
||||
health = GetComponent<EnemyHealth>();
|
||||
|
||||
// Find player
|
||||
GameObject playerObj = GameObject.Find("Player");
|
||||
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
|
||||
if (playerObj == null) playerObj = GameObject.Find("Player");
|
||||
if (playerObj != null)
|
||||
player = playerObj.transform;
|
||||
|
||||
@@ -70,6 +79,11 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
attackDamage = 10f;
|
||||
attackCooldown = 1.2f;
|
||||
chaseRange = 20f;
|
||||
canShoot = true;
|
||||
shootRange = 16f;
|
||||
shootDamage = 8f;
|
||||
shootCooldown = 1.4f;
|
||||
shootAccuracyAngle = 6f;
|
||||
if (health != null) health.maxHealth = 80f;
|
||||
break;
|
||||
|
||||
@@ -78,6 +92,7 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
attackDamage = 25f;
|
||||
attackCooldown = 2f;
|
||||
chaseRange = 18f;
|
||||
canShoot = false; // Brute is pure melee
|
||||
if (health != null) health.maxHealth = 200f;
|
||||
break;
|
||||
|
||||
@@ -86,6 +101,11 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
attackDamage = 8f;
|
||||
attackCooldown = 0.6f;
|
||||
chaseRange = 30f;
|
||||
canShoot = true;
|
||||
shootRange = 22f;
|
||||
shootDamage = 6f;
|
||||
shootCooldown = 0.8f;
|
||||
shootAccuracyAngle = 10f; // less accurate but fast
|
||||
if (health != null) health.maxHealth = 50f;
|
||||
break;
|
||||
}
|
||||
@@ -101,17 +121,27 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
|
||||
float distToPlayer = Vector3.Distance(transform.position, player.position);
|
||||
|
||||
// Aggro check
|
||||
if (distToPlayer <= chaseRange)
|
||||
isAggro = true;
|
||||
|
||||
if (isAggro)
|
||||
{
|
||||
if (distToPlayer <= attackRange)
|
||||
Attack();
|
||||
{
|
||||
// Close enough to punch
|
||||
MeleeAttack();
|
||||
}
|
||||
else if (canShoot && distToPlayer <= shootRange)
|
||||
{
|
||||
// In shoot range — strafe / stand and fire
|
||||
FacePlayer();
|
||||
ShootAtPlayer();
|
||||
}
|
||||
else
|
||||
{
|
||||
ChasePlayer();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Patrol();
|
||||
@@ -123,8 +153,16 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
verticalVelocity += gravity * Time.deltaTime;
|
||||
controller.Move(Vector3.up * verticalVelocity * Time.deltaTime);
|
||||
|
||||
// Animate
|
||||
AnimateModel(isAggro && distToPlayer > attackRange);
|
||||
bool isWalking = isAggro && distToPlayer > attackRange && !(canShoot && distToPlayer <= shootRange);
|
||||
AnimateModel(isWalking);
|
||||
}
|
||||
|
||||
void FacePlayer()
|
||||
{
|
||||
Vector3 direction = (player.position - transform.position);
|
||||
direction.y = 0f;
|
||||
if (direction != Vector3.zero)
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), Time.deltaTime * 8f);
|
||||
}
|
||||
|
||||
void ChasePlayer()
|
||||
@@ -135,7 +173,6 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
|
||||
controller.Move(direction * moveSpeed * Time.deltaTime);
|
||||
|
||||
// Face the player
|
||||
if (direction != Vector3.zero)
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), Time.deltaTime * 8f);
|
||||
}
|
||||
@@ -171,37 +208,106 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
return spawnPoint + new Vector3(randomCircle.x, 0f, randomCircle.y);
|
||||
}
|
||||
|
||||
void Attack()
|
||||
// ─── Melee ───
|
||||
|
||||
void MeleeAttack()
|
||||
{
|
||||
// Face the player
|
||||
Vector3 direction = (player.position - transform.position);
|
||||
direction.y = 0f;
|
||||
if (direction != Vector3.zero)
|
||||
transform.rotation = Quaternion.LookRotation(direction);
|
||||
FacePlayer();
|
||||
|
||||
if (Time.time >= nextAttackTime)
|
||||
{
|
||||
nextAttackTime = Time.time + attackCooldown;
|
||||
Debug.Log($"{gameObject.name} attacks for {attackDamage} damage!");
|
||||
|
||||
// Punch animation
|
||||
StartCoroutine(PunchAnimation());
|
||||
|
||||
// Damage the player via Player.health
|
||||
Player playerHealth = player.GetComponent<Player>();
|
||||
if (playerHealth != null)
|
||||
{
|
||||
playerHealth.health -= attackDamage;
|
||||
Debug.Log($"[Enemy] Player health: {playerHealth.health}");
|
||||
Debug.Log($"[Enemy] Melee hit! Player health: {playerHealth.health}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Shooting ───
|
||||
|
||||
void ShootAtPlayer()
|
||||
{
|
||||
if (Time.time < nextShootTime) return;
|
||||
nextShootTime = Time.time + shootCooldown;
|
||||
|
||||
StartCoroutine(ShootAnimation());
|
||||
|
||||
// Aim at player's centre-ish (chest height) with some spread
|
||||
Vector3 aimOrigin = headTransform != null
|
||||
? headTransform.position
|
||||
: transform.position + Vector3.up * 1.4f;
|
||||
|
||||
Vector3 aimTarget = player.position + Vector3.up * 0.9f; // aim for chest
|
||||
Vector3 aimDir = (aimTarget - aimOrigin).normalized;
|
||||
|
||||
// Apply accuracy spread
|
||||
aimDir = Quaternion.Euler(
|
||||
Random.Range(-shootAccuracyAngle, shootAccuracyAngle),
|
||||
Random.Range(-shootAccuracyAngle, shootAccuracyAngle),
|
||||
0f) * aimDir;
|
||||
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(aimOrigin, aimDir, out hit, shootRange * 1.5f))
|
||||
{
|
||||
// Spawn a visual tracer
|
||||
StartCoroutine(SpawnBulletTracer(aimOrigin, hit.point));
|
||||
|
||||
Player playerHealth = hit.transform.GetComponentInParent<Player>();
|
||||
if (playerHealth != null)
|
||||
{
|
||||
playerHealth.health -= shootDamage;
|
||||
Debug.Log($"[Enemy] Shot hit player! Player health: {playerHealth.health}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Missed — still show tracer going into the distance
|
||||
StartCoroutine(SpawnBulletTracer(aimOrigin, aimOrigin + aimDir * shootRange));
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator SpawnBulletTracer(Vector3 from, Vector3 to)
|
||||
{
|
||||
GameObject tracer = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
tracer.name = "EnemyBulletTracer";
|
||||
Destroy(tracer.GetComponent<Collider>());
|
||||
|
||||
float length = Vector3.Distance(from, to);
|
||||
tracer.transform.localScale = new Vector3(0.02f, 0.02f, Mathf.Min(length, 0.3f));
|
||||
|
||||
Renderer r = tracer.GetComponent<Renderer>();
|
||||
Material mat = new Material(Shader.Find("Standard"));
|
||||
mat.color = new Color(1f, 0.9f, 0.3f);
|
||||
// Make it emissive so it's visible
|
||||
mat.EnableKeyword("_EMISSION");
|
||||
mat.SetColor("_EmissionColor", new Color(1f, 0.8f, 0.1f) * 2f);
|
||||
r.material = mat;
|
||||
|
||||
float travelTime = length / bulletSpeed;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < travelTime)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / travelTime);
|
||||
Vector3 pos = Vector3.Lerp(from, to, t);
|
||||
tracer.transform.position = pos;
|
||||
tracer.transform.rotation = Quaternion.LookRotation((to - from).normalized);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(tracer);
|
||||
}
|
||||
|
||||
// ─── Procedural Humanoid Model ───
|
||||
|
||||
void BuildHumanoidModel()
|
||||
{
|
||||
// Sizing based on type
|
||||
float scale = 1f;
|
||||
Color skinColor = new Color(0.6f, 0.45f, 0.35f);
|
||||
Color shirtColor;
|
||||
@@ -211,16 +317,16 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
{
|
||||
case EnemyType.Grunt:
|
||||
scale = 1f;
|
||||
shirtColor = new Color(0.4f, 0.25f, 0.2f); // brown shirt
|
||||
shirtColor = new Color(0.4f, 0.25f, 0.2f);
|
||||
break;
|
||||
case EnemyType.Brute:
|
||||
scale = 1.3f;
|
||||
shirtColor = new Color(0.5f, 0.1f, 0.1f); // red shirt
|
||||
shirtColor = new Color(0.5f, 0.1f, 0.1f);
|
||||
skinColor = new Color(0.5f, 0.35f, 0.3f);
|
||||
break;
|
||||
case EnemyType.Runner:
|
||||
scale = 0.9f;
|
||||
shirtColor = new Color(0.2f, 0.35f, 0.2f); // green shirt
|
||||
shirtColor = new Color(0.2f, 0.35f, 0.2f);
|
||||
break;
|
||||
default:
|
||||
shirtColor = Color.gray;
|
||||
@@ -232,13 +338,17 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
bodyRoot.localPosition = Vector3.zero;
|
||||
bodyRoot.localRotation = Quaternion.identity;
|
||||
|
||||
// Head
|
||||
// Head — kept with a collider and EnemyHeadHitbox for headshots
|
||||
headTransform = CreatePart("Head", bodyRoot,
|
||||
new Vector3(0f, 1.65f, 0f) * scale,
|
||||
new Vector3(0.3f, 0.3f, 0.3f) * scale,
|
||||
skinColor, PrimitiveType.Sphere);
|
||||
skinColor, PrimitiveType.Sphere, keepCollider: true);
|
||||
|
||||
// Eyes (two small dark spheres)
|
||||
// Wire up head hitbox
|
||||
EnemyHeadHitbox headHitbox = headTransform.gameObject.AddComponent<EnemyHeadHitbox>();
|
||||
headHitbox.enemyHealth = health;
|
||||
|
||||
// Eyes
|
||||
CreatePart("LeftEye", headTransform,
|
||||
new Vector3(-0.08f, 0.03f, 0.12f),
|
||||
new Vector3(0.08f, 0.08f, 0.05f),
|
||||
@@ -253,39 +363,38 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
torsoTransform = CreatePart("Torso", bodyRoot,
|
||||
new Vector3(0f, 1.15f, 0f) * scale,
|
||||
new Vector3(0.45f, 0.6f, 0.25f) * scale,
|
||||
shirtColor, PrimitiveType.Cube);
|
||||
shirtColor, PrimitiveType.Cube, keepCollider: true);
|
||||
|
||||
// Left Arm
|
||||
// Arms
|
||||
leftArm = CreatePart("LeftArm", bodyRoot,
|
||||
new Vector3(-0.35f, 1.15f, 0f) * scale,
|
||||
new Vector3(0.15f, 0.55f, 0.15f) * scale,
|
||||
skinColor, PrimitiveType.Cube);
|
||||
skinColor, PrimitiveType.Cube, keepCollider: true);
|
||||
|
||||
// Right Arm
|
||||
rightArm = CreatePart("RightArm", bodyRoot,
|
||||
new Vector3(0.35f, 1.15f, 0f) * scale,
|
||||
new Vector3(0.15f, 0.55f, 0.15f) * scale,
|
||||
skinColor, PrimitiveType.Cube);
|
||||
skinColor, PrimitiveType.Cube, keepCollider: true);
|
||||
|
||||
// Left Leg
|
||||
// Legs
|
||||
leftLeg = CreatePart("LeftLeg", bodyRoot,
|
||||
new Vector3(-0.12f, 0.4f, 0f) * scale,
|
||||
new Vector3(0.18f, 0.6f, 0.18f) * scale,
|
||||
pantsColor, PrimitiveType.Cube);
|
||||
pantsColor, PrimitiveType.Cube, keepCollider: true);
|
||||
|
||||
// Right Leg
|
||||
rightLeg = CreatePart("RightLeg", bodyRoot,
|
||||
new Vector3(0.12f, 0.4f, 0f) * scale,
|
||||
new Vector3(0.18f, 0.6f, 0.18f) * scale,
|
||||
pantsColor, PrimitiveType.Cube);
|
||||
pantsColor, PrimitiveType.Cube, keepCollider: true);
|
||||
|
||||
// Adjust CharacterController to fit
|
||||
controller.height = 1.9f * scale;
|
||||
controller.radius = 0.3f * scale;
|
||||
controller.center = new Vector3(0f, 0.95f * scale, 0f);
|
||||
}
|
||||
|
||||
Transform CreatePart(string name, Transform parent, Vector3 localPos, Vector3 localScale, Color color, PrimitiveType shape = PrimitiveType.Cube)
|
||||
/// <param name="keepCollider">True to leave the collider on so raycasts can hit this part.</param>
|
||||
Transform CreatePart(string name, Transform parent, Vector3 localPos, Vector3 localScale, Color color,
|
||||
PrimitiveType shape = PrimitiveType.Cube, bool keepCollider = false)
|
||||
{
|
||||
GameObject part = GameObject.CreatePrimitive(shape);
|
||||
part.name = name;
|
||||
@@ -294,9 +403,11 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
part.transform.localScale = localScale;
|
||||
part.transform.localRotation = Quaternion.identity;
|
||||
|
||||
// Remove collider from body parts (CharacterController handles collision)
|
||||
if (!keepCollider)
|
||||
{
|
||||
Collider col = part.GetComponent<Collider>();
|
||||
if (col != null) Destroy(col);
|
||||
}
|
||||
|
||||
Renderer rend = part.GetComponent<Renderer>();
|
||||
rend.material = new Material(Shader.Find("Standard"));
|
||||
@@ -317,7 +428,6 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
|
||||
float limbSwing = Mathf.Sin(animTimer) * 30f;
|
||||
|
||||
// Arms swing opposite to legs
|
||||
if (leftArm != null)
|
||||
leftArm.localRotation = Quaternion.Euler(limbSwing, 0f, 0f);
|
||||
if (rightArm != null)
|
||||
@@ -327,7 +437,6 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
if (rightLeg != null)
|
||||
rightLeg.localRotation = Quaternion.Euler(limbSwing, 0f, 0f);
|
||||
|
||||
// Slight torso bob
|
||||
if (torsoTransform != null)
|
||||
{
|
||||
Vector3 torsoPos = torsoTransform.localPosition;
|
||||
@@ -338,7 +447,6 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
// Return to idle pose
|
||||
animTimer = 0f;
|
||||
if (leftArm != null)
|
||||
leftArm.localRotation = Quaternion.Slerp(leftArm.localRotation, Quaternion.identity, Time.deltaTime * 5f);
|
||||
@@ -355,7 +463,6 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
{
|
||||
if (rightArm == null) yield break;
|
||||
|
||||
// Wind up
|
||||
float timer = 0f;
|
||||
float punchDuration = 0.15f;
|
||||
|
||||
@@ -367,7 +474,6 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Snap back
|
||||
timer = 0f;
|
||||
while (timer < punchDuration)
|
||||
{
|
||||
@@ -380,19 +486,57 @@ public class HumanoidEnemy : MonoBehaviour
|
||||
rightArm.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
IEnumerator ShootAnimation()
|
||||
{
|
||||
if (rightArm == null) yield break;
|
||||
|
||||
float timer = 0f;
|
||||
float duration = 0.1f;
|
||||
|
||||
// Raise arm to aim
|
||||
while (timer < duration)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
float t = timer / duration;
|
||||
rightArm.localRotation = Quaternion.Euler(Mathf.Lerp(0f, -70f, t), 0f, 0f);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
|
||||
// Recoil kick back
|
||||
rightArm.localRotation = Quaternion.Euler(-60f, 0f, 0f);
|
||||
yield return new WaitForSeconds(0.08f);
|
||||
|
||||
// Return
|
||||
timer = 0f;
|
||||
while (timer < duration * 2f)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
float t = timer / (duration * 2f);
|
||||
rightArm.localRotation = Quaternion.Euler(Mathf.Lerp(-70f, 0f, t), 0f, 0f);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
rightArm.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
// ─── Gizmos ───
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
// Chase range
|
||||
Gizmos.color = new Color(1f, 0f, 0f, 0.15f);
|
||||
Gizmos.DrawWireSphere(transform.position, chaseRange);
|
||||
|
||||
// Attack range
|
||||
Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f);
|
||||
Gizmos.DrawWireSphere(transform.position, attackRange);
|
||||
|
||||
// Patrol radius
|
||||
if (canShoot)
|
||||
{
|
||||
Gizmos.color = new Color(1f, 1f, 0f, 0.2f);
|
||||
Gizmos.DrawWireSphere(Application.isPlaying ? transform.position : transform.position, shootRange);
|
||||
}
|
||||
|
||||
Gizmos.color = new Color(0f, 0.5f, 1f, 0.15f);
|
||||
Gizmos.DrawWireSphere(Application.isPlaying ? spawnPoint : transform.position, patrolRadius);
|
||||
}
|
||||
|
||||
@@ -209,11 +209,22 @@ public class SimpleGun : MonoBehaviour
|
||||
Debug.Log($"Hit: {hit.transform.name}");
|
||||
SpawnImpactEffect(hit.point, hit.normal);
|
||||
|
||||
EnemyHealth enemy = hit.transform.GetComponent<EnemyHealth>();
|
||||
// Head hitbox = one shot kill
|
||||
EnemyHeadHitbox head = hit.transform.GetComponent<EnemyHeadHitbox>();
|
||||
if (head != null && head.enemyHealth != null)
|
||||
{
|
||||
Debug.Log("HEADSHOT! Instakill.");
|
||||
head.enemyHealth.TakeDamage(head.enemyHealth.maxHealth * 10f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Body shot — check the hit object AND walk up to parent for EnemyHealth
|
||||
EnemyHealth enemy = hit.transform.GetComponentInParent<EnemyHealth>();
|
||||
if (enemy != null)
|
||||
enemy.TakeDamage(damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyRecoil()
|
||||
{
|
||||
|
||||
@@ -37,13 +37,15 @@ public class WeaponBob : MonoBehaviour
|
||||
bobTimer += Time.deltaTime * bobFrequency * multiplier;
|
||||
|
||||
float bobX = Mathf.Sin(bobTimer) * bobHorizontalAmplitude * multiplier;
|
||||
float bobY = Mathf.Sin(bobTimer * 2f) * bobVerticalAmplitude * multiplier;
|
||||
// Abs(Sin) means the weapon bounces UP on every step (left and right)
|
||||
// instead of looping in a circle/figure-8
|
||||
float bobY = Mathf.Abs(Mathf.Sin(bobTimer)) * bobVerticalAmplitude * multiplier;
|
||||
|
||||
transform.localPosition = originalLocalPos + new Vector3(bobX, bobY, 0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
bobTimer = 0f;
|
||||
// Don't reset bobTimer so the phase doesn't snap when you start moving again
|
||||
transform.localPosition = Vector3.Lerp(
|
||||
transform.localPosition,
|
||||
originalLocalPos,
|
||||
|
||||
Reference in New Issue
Block a user