zombie_mp/Assets/HQ FPS Weapons/Scripts/Equipment/Physics/EquipmentMotionState.cs
Sewmina Dilshan 68183e5317 initial
2021-08-23 13:28:33 +05:30

94 lines
3.8 KiB
C#
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using System;
using UnityEngine;
namespace HQFPSWeapons
{
[Serializable]
public class EquipmentMotionState
{
[BHeader("Spring Settings")]
public Spring.Data PositionSpring = Spring.Data.Default;
public Spring.Data RotationSpring = Spring.Data.Default;
[Space(4f)]
[BHeader("General", order = 2)]
public bool HasEntryOffset;
[ShowIf("HasEntryOffset", true)]
public float EntryOffsetDuration = 1f;
[ShowIf("HasEntryOffset", true)]
public float LerpToDefaultOffestSpeed = 2f;
[ShowIf("HasEntryOffset", true)]
public OffsetModule EntryOffset;
[Space]
public OffsetModule Offset;
public BobModule Bob;
public NoiseModule Noise;
[Space(4f)]
[BHeader("Additional Forces", order = 2)]
public SpringForce EnterForce;
public SpringForce ExitForce;
public SpringForce PosEnterForce;
public SpringForce PosExitForce;
#region Internal
[Serializable]
public class OffsetModule : CloneableObject<OffsetModule>
{
public bool Enabled = true;
[ShowIf("Enabled", true)]
public Vector3 PositionOffset;
[ShowIf("Enabled", true)]
public Vector3 RotationOffset;
}
[Serializable]
public class BobModule : CloneableObject<BobModule>
{
public bool Enabled = true;
[ShowIf("Enabled", true)]
public float BobSpeedMultiplier = 1f;
[ShowIf("Enabled", true)]
public Vector3 PositionAmplitude = new Vector3(0.35f, 0.5f, 0f);
[ShowIf("Enabled", true)]
public Vector3 RotationAmplitude = new Vector3(0.35f, 0.5f, 0f);
}
[Serializable]
public class NoiseModule : CloneableObject<NoiseModule>
{
[Range(0f,1f)]
public float MaxJitter = 0f;
[Range(0.01f,10f)]
public float NoiseSpeed = 1f;
public Vector3 PosNoiseAmplitude = Vector3.zero;
public Vector3 RotNoiseAmplitude = Vector3.zero;
}
#endregion
}
}