separated logic for weapon code refactored

This commit is contained in:
Mausham
2025-12-30 12:43:44 -08:00
parent 37dd15d1b9
commit 1a61f3c506
19 changed files with 157 additions and 191 deletions

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@@ -1,30 +0,0 @@
using System;
using UnityEngine;
namespace Darkmatter.Presentation
{
public class Gun : MonoBehaviour
{
public LineRenderer lineRenderer;
public float LifeTime = 0.05f;
public void Init(Vector3 start, Vector3 end)
{
lineRenderer.enabled = true;
lineRenderer.SetPosition(0, start);
lineRenderer.SetPosition(1, end);
Invoke("DisableBullet", LifeTime);
}
void DisableBullet()
{
lineRenderer.enabled = false;
}
public void Shoot()
{
Debug.Log("Shooting");
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: c3f99ff473a5f474099e6dd5f8dcde78

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@@ -8,11 +8,11 @@ using VContainer;
namespace Darkmatter.Presentation
{
public class PlayerMotor : MonoBehaviour, IPlayerPawn, IAimProvider
public class PlayerMotor : MonoBehaviour, IPlayerPawn
{
public TwoBoneIKConstraint IKConstraint;
[Header("LookSetting")]
public Camera mainCamera { get; private set; }
public Transform cinemachineFollowTarget;
[Header("MoveSetting")]
@@ -22,8 +22,6 @@ namespace Darkmatter.Presentation
private float verticalVelocity;
public bool isGrounded => IsOnGround();
public Vector3 AimDir { get; set; }
[Header("GroundCheckSensorSetting")]
public float groundOffset;
public float groundCheckRadius;
@@ -31,115 +29,13 @@ namespace Darkmatter.Presentation
[Header("TurnSetting")]
public float turnSpeed = 5f;
public float smoothing = 10f;
[Header("AnimationSetting")]
public Animator animator;
[Header("AimSetting")]
public Transform aim;
Vector3 mouseWorldPos = Vector3.zero;
public Transform muzzlePos;
public float fireRate = 0.1f;
float nextFiretime=0;
public ParticleSystem muzzleFlashParticle;
public ParticleSystem bulletHitParticle;
public GameObject BulletHole;
[Inject] private IInputReader inputReader;
[Inject] private PlayerConfigSO playerConfig;
[Inject] private IWeapon gunWeapon;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
if(animator==null) animator = GetComponent<Animator>();
mainCamera = Camera.main;
}
private void Update()
{
HandleAim();
HandleShooting();
}
private void LateUpdate()
{
}
public int bulletAmount = 40;
private void HandleShooting()
{
//float shootingWeight = animator.GetLayerWeight(1);
//float targetWeight = inputReader.isShooting ? 1 : 0;
//float setshootingWeight = Mathf.Lerp(shootingWeight, targetWeight, Time.deltaTime * 5);
//animator.SetLayerWeight(1, setshootingWeight);
//animator.SetBool("IsShooting", inputReader.isShooting);
if (!inputReader.isShooting) return;
//if(Time.time>=nextFiretime && bulletAmount > 0)
//{
// bulletAmount--;
// nextFiretime = Time.time + fireRate;
// Vector2 screenPoint = new Vector2(Screen.width / 2, Screen.height / 2);
// Ray ray = mainCamera.ScreenPointToRay(screenPoint);
// RaycastHit hit;
// Physics.Raycast(ray, out hit, 100f);
// if(hit.collider.GetComponent<IDamageable>() != null)
// {
// hit.collider.GetComponent<IDamageable>().TakeDamage(10f);
// }
// Vector3 spawnPos = hit.point + hit.normal * 0.01f;
// GameObject bulletHit = Instantiate(BulletHole, spawnPos, Quaternion.LookRotation(hit.normal));
// bulletHitParticle.transform.position = spawnPos;
// bulletHitParticle.transform.rotation = Quaternion.LookRotation(hit.normal);
// bulletHitParticle.Play(true);
// Destroy(bulletHit,5f);
// muzzleFlashParticle.Play(true);
// if(bulletAmount==0)
// {
// StartCoroutine(Reload());
// }
//}
gunWeapon.Attack();
}
IEnumerator Reload()
{
IKConstraint.weight = 0f;
animator.SetLayerWeight(1, 1);
animator.SetTrigger("Reload");
yield return new WaitForSeconds(3f);
bulletAmount =40;
animator.SetLayerWeight(1, 0);
IKConstraint.weight = 1;
}
private void HandleAim()
{
Vector2 screenPoint = new Vector2(Screen.width/2, Screen.height/2);
Ray ray = mainCamera.ScreenPointToRay(screenPoint);
if(Physics.Raycast(ray,out RaycastHit hitPoint, 100f,groundLayer))
{
mouseWorldPos= hitPoint.point;
//aim.position = mouseWorldPos;
aim.position = Vector3.Lerp(aim.position, hitPoint.point, Time.deltaTime * smoothing);
}
Vector3 aimDir = (mouseWorldPos - transform.position).normalized;
AimDir = aimDir;
aimDir.y = 0; //
Quaternion targetRot = Quaternion.LookRotation(aimDir);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * turnSpeed);
}
}
//state based functions
public void Move(Vector3 motion)
@@ -153,8 +49,7 @@ namespace Darkmatter.Presentation
public void SetCameraRotation(float pitch, float yaw)
{
cinemachineFollowTarget.rotation = Quaternion.Euler(pitch, yaw, 0);
//transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed);
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed); //rotate player towards the camera forward axis
}
public void Jump(float jumpForce)

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@@ -0,0 +1,41 @@
using Darkmatter.Core;
using UnityEngine;
namespace Darkmatter.Presentation
{
public class TargetProvider : MonoBehaviour, ITargetProvider
{
private Camera mainCamera;
[SerializeField] private LayerMask aimLayer;
private RaycastHit _hitPoint;
public RaycastHit hitPoint => _hitPoint;
public Vector3 currentAimPos;
public Transform AimObject; //for IK aim handling
public float smoothing = 10f;
public float maxDistance = 100f;
private void Start()
{
mainCamera = Camera.main;
}
private void Update()
{
Vector2 screenPoint = new Vector2(Screen.width / 2, Screen.height / 2);
Ray ray = mainCamera.ScreenPointToRay(screenPoint);
if (Physics.Raycast(ray, out _hitPoint, maxDistance, aimLayer,queryTriggerInteraction:QueryTriggerInteraction.Ignore))
{
currentAimPos = Vector3.Lerp(currentAimPos, _hitPoint.point, Time.deltaTime * smoothing);
}
else
{
currentAimPos = ray.GetPoint(maxDistance);
}
AimObject.position = currentAimPos;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 315b8f05ac753ce4cb4b05beec2a6f9f