Files
2026-03-04 10:03:45 +08:00

151 lines
4.5 KiB
C#

using RootMotion.FinalIK;
using UnityEngine;
namespace RootMotion.Demos
{
public class FPSAiming : MonoBehaviour
{
[Range(0f, 1f)]
public float aimWeight = 1f;
[Range(0f, 1f)]
public float sightWeight = 1f;
[Range(0f, 180f)]
public float maxAngle = 80f;
public Vector3 aimOffset;
public bool animatePhysics;
public Transform gun;
public Transform gunTarget;
public FullBodyBipedIK ik;
public AimIK gunAim;
public CameraControllerFPS cam;
public Recoil recoil;
[Range(0f, 1f)]
public float cameraRecoilWeight = 0.5f;
public Vector3 gunTargetDefaultLocalPosition;
public Vector3 gunTargetDefaultLocalRotation;
private Vector3 camDefaultLocalPosition;
private Vector3 camRelativeToGunTarget;
private bool updateFrame;
private void Start()
{
gunTargetDefaultLocalPosition = gunTarget.localPosition;
gunTargetDefaultLocalRotation = gunTarget.localEulerAngles;
camDefaultLocalPosition = cam.transform.localPosition;
cam.enabled = false;
gunAim.enabled = false;
ik.enabled = false;
if (recoil != null && ik.solver.iterations == 0)
{
Debug.LogWarning("FPSAiming with Recoil needs FBBIK solver iteration count to be at least 1 to maintain accuracy.");
}
}
private void FixedUpdate()
{
updateFrame = true;
}
private void LateUpdate()
{
if (!animatePhysics)
{
updateFrame = true;
}
if (updateFrame)
{
updateFrame = false;
cam.transform.localPosition = camDefaultLocalPosition;
camRelativeToGunTarget = gunTarget.InverseTransformPoint(cam.transform.position);
cam.LateUpdate();
RotateCharacter();
Aiming();
LookDownTheSight();
}
}
private void Aiming()
{
if (!(aimWeight <= 0f))
{
Quaternion rotation = cam.transform.rotation;
gunAim.solver.IKPosition = cam.transform.position + cam.transform.forward * 10f + cam.transform.rotation * aimOffset;
gunAim.solver.IKPositionWeight = aimWeight;
gunAim.solver.Update();
cam.transform.rotation = rotation;
}
}
private void LookDownTheSight()
{
float t = aimWeight * sightWeight;
gunTarget.position = Vector3.Lerp(gun.position, gunTarget.parent.TransformPoint(gunTargetDefaultLocalPosition), t);
gunTarget.rotation = Quaternion.Lerp(gun.rotation, gunTarget.parent.rotation * Quaternion.Euler(gunTargetDefaultLocalRotation), t);
Vector3 position = gun.InverseTransformPoint(ik.solver.leftHandEffector.bone.position);
Vector3 position2 = gun.InverseTransformPoint(ik.solver.rightHandEffector.bone.position);
Quaternion quaternion = Quaternion.Inverse(gun.rotation) * ik.solver.leftHandEffector.bone.rotation;
Quaternion quaternion2 = Quaternion.Inverse(gun.rotation) * ik.solver.rightHandEffector.bone.rotation;
float num = 1f;
ik.solver.leftHandEffector.positionOffset += (gunTarget.TransformPoint(position) - (ik.solver.leftHandEffector.bone.position + ik.solver.leftHandEffector.positionOffset)) * num;
ik.solver.rightHandEffector.positionOffset += (gunTarget.TransformPoint(position2) - (ik.solver.rightHandEffector.bone.position + ik.solver.rightHandEffector.positionOffset)) * num;
ik.solver.headMapping.maintainRotationWeight = 1f;
if (recoil != null)
{
recoil.SetHandRotations(gunTarget.rotation * quaternion, gunTarget.rotation * quaternion2);
}
ik.solver.Update();
if (recoil != null)
{
ik.references.leftHand.rotation = recoil.rotationOffset * (gunTarget.rotation * quaternion);
ik.references.rightHand.rotation = recoil.rotationOffset * (gunTarget.rotation * quaternion2);
}
else
{
ik.references.leftHand.rotation = gunTarget.rotation * quaternion;
ik.references.rightHand.rotation = gunTarget.rotation * quaternion2;
}
cam.transform.position = Vector3.Lerp(cam.transform.position, Vector3.Lerp(gunTarget.TransformPoint(camRelativeToGunTarget), gun.transform.TransformPoint(camRelativeToGunTarget), cameraRecoilWeight), t);
}
private void RotateCharacter()
{
if (maxAngle >= 180f)
{
return;
}
if (maxAngle <= 0f)
{
base.transform.rotation = Quaternion.LookRotation(new Vector3(cam.transform.forward.x, 0f, cam.transform.forward.z));
return;
}
Vector3 vector = base.transform.InverseTransformDirection(cam.transform.forward);
float num = Mathf.Atan2(vector.x, vector.z) * 57.29578f;
if (Mathf.Abs(num) > Mathf.Abs(maxAngle))
{
float angle = num - maxAngle;
if (num < 0f)
{
angle = num + maxAngle;
}
base.transform.rotation = Quaternion.AngleAxis(angle, base.transform.up) * base.transform.rotation;
}
}
}
}