using Rigging.BodyPart; using Rigging.Data; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Rigging.Cameras { public class CameraMovement : MonoBehaviour { public Player player; public Camera camera; public Transform positionTarget; public Transform rotationTarget; private StandingDataHandler standingData; private float fallingValue; private float fallingEffectValue; private float minBobble = 0.02f; public bool ADS; private Rigidbody hip; private MovementDataHandler movementData; private Rigidbody torso; private Strength str; private Vector3 cameraCurrentRelativeADSPosition = Vector3.zero; private Vector3 movementADSVelocity = Vector3.zero; private Vector3 ADSMovementPosition = Vector3.zero; private void Start() { torso = base.transform.root.GetComponentInChildren().GetComponent(); standingData = base.transform.root.GetComponentInChildren(); movementData = base.transform.root.GetComponentInChildren(); camera = GetComponentInChildren(); hip = player.body.hip.rigidbody; str = base.transform.root.GetComponentInChildren(); } private void LateUpdate() { if (standingData.sinceLanded > 1f) { fallingValue = Mathf.Clamp(standingData.sinceGrounded - 0.5f, 0f, 10f) * 0.5f; } if (standingData.sinceGrounded > 0.5f || standingData.sinceLanded < 0.5f) { fallingEffectValue = Mathf.Lerp(fallingEffectValue, fallingValue, Time.smoothDeltaTime * 15f); } else { fallingEffectValue = Mathf.Lerp(fallingEffectValue, minBobble, Time.smoothDeltaTime * 3f); } Vector3 position = positionTarget.position; base.transform.position = position; base.transform.rotation = rotationTarget.rotation; SetCameraPosition(); } private void SetCameraPosition() { camera.transform.localPosition = Vector3.Lerp(camera.transform.localPosition, Vector3.zero, Time.deltaTime * 20f); camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, 90f, Time.deltaTime * 20f); } private void FixedUpdate() { } private void Update() { } } }