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143 lines
4.7 KiB
C#

using System;
using System.Collections;
using UnityEngine;
namespace MalbersAnimations.SA
{
[Serializable]
public class MLerpControlledBob
{
public float BobDuration;
public float BobAmount;
private float m_Offset = 0f;
// provides the offset that can be used
public float Offset()
{
return m_Offset;
}
public IEnumerator DoBobCycle()
{
// make the camera move down slightly
float t = 0f;
while (t < BobDuration)
{
m_Offset = Mathf.Lerp(0f, BobAmount, t / BobDuration);
t += Time.deltaTime;
yield return new WaitForFixedUpdate();
}
// make it move back to neutral
t = 0f;
while (t < BobDuration)
{
m_Offset = Mathf.Lerp(BobAmount, 0f, t / BobDuration);
t += Time.deltaTime;
yield return new WaitForFixedUpdate();
}
m_Offset = 0f;
}
}
[Serializable]
public class MCurveControlledBob
{
public float HorizontalBobRange = 0.33f;
public float VerticalBobRange = 0.33f;
public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f), new Keyframe(1.5f, -1f),
new Keyframe(2f, 0f)); // sin curve for head bob
public float VerticaltoHorizontalRatio = 1f;
private float m_CyclePositionX;
private float m_CyclePositionY;
private float m_BobBaseInterval;
private Vector3 m_OriginalCameraPosition;
private float m_Time;
public void Setup(Camera camera, float bobBaseInterval)
{
m_BobBaseInterval = bobBaseInterval;
m_OriginalCameraPosition = camera.transform.localPosition;
// get the length of the curve in time
m_Time = Bobcurve[Bobcurve.length - 1].time;
}
public Vector3 DoHeadBob(float speed)
{
float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX) * HorizontalBobRange);
float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY) * VerticalBobRange);
m_CyclePositionX += (speed * Time.deltaTime) / m_BobBaseInterval;
m_CyclePositionY += ((speed * Time.deltaTime) / m_BobBaseInterval) * VerticaltoHorizontalRatio;
if (m_CyclePositionX > m_Time)
{
m_CyclePositionX = m_CyclePositionX - m_Time;
}
if (m_CyclePositionY > m_Time)
{
m_CyclePositionY = m_CyclePositionY - m_Time;
}
return new Vector3(xPos, yPos, 0f);
}
}
[AddComponentMenu("Malbers/Utilities/Standard Asset/Head Bob")]
public class MHeadBob : MonoBehaviour
{
public Camera Camera;
public MCurveControlledBob motionBob = new MCurveControlledBob();
public MLerpControlledBob jumpAndLandingBob = new MLerpControlledBob();
public MRigidbodyFPSController rigidbodyFirstPersonController;
public float StrideInterval;
[Range(0f, 1f)]
public float RunningStrideLengthen;
// private CameraRefocus m_CameraRefocus;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private void Start()
{
motionBob.Setup(Camera, StrideInterval);
m_OriginalCameraPosition = Camera.transform.localPosition;
}
private void Update()
{
Vector3 newCameraPosition;
if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded)
{
Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude * (rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f));
newCameraPosition = Camera.transform.localPosition;
newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset();
}
else
{
newCameraPosition = Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset();
}
Camera.transform.localPosition = newCameraPosition;
if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded)
{
StartCoroutine(jumpAndLandingBob.DoBobCycle());
}
m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded;
}
}
}