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HeldItemSway.cs
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HeldItemSway.cs
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using UnityEngine;
public class HeldItemSway : MonoBehaviour
{
private float timer;
public bool active;
public string type;
private Quaternion originalRotation;
public GameObject player;
//! Start is called before the first frame update.
void Start()
{
originalRotation = transform.localRotation;
}
//! Resets the object's rotation.
public void Reset()
{
transform.localRotation = originalRotation;
timer = 0;
}
//! Update is called once per frame.
void Update()
{
if (active == true)
{
timer += 1 * Time.deltaTime;
if (timer < 0.25f)
{
if (type.Equals("gun"))
{
transform.RotateAround(transform.position, -transform.right, Time.deltaTime * player.GetComponent<PlayerController>().playerMoveSpeed/4);
}
else if (type.Equals("scanner"))
{
transform.RotateAround(transform.position, -transform.forward, Time.deltaTime * player.GetComponent<PlayerController>().playerMoveSpeed/2);
}
else
{
transform.RotateAround(transform.position, transform.forward, Time.deltaTime * player.GetComponent<PlayerController>().playerMoveSpeed/2);
}
}
else if (timer >= 0.25f && timer < 0.5f)
{
if (type.Equals("gun"))
{
transform.RotateAround(transform.position, transform.right, Time.deltaTime * player.GetComponent<PlayerController>().playerMoveSpeed/4);
}
else if (type.Equals("scanner"))
{
transform.RotateAround(transform.position, transform.forward, Time.deltaTime * player.GetComponent<PlayerController>().playerMoveSpeed/2);
}
else
{
transform.RotateAround(transform.position, -transform.forward, Time.deltaTime * player.GetComponent<PlayerController>().playerMoveSpeed/2);
}
}
else if (timer >= 0.5f)
{
transform.localRotation = originalRotation;
timer = 0;
}
}
else
{
transform.localRotation = originalRotation;
timer = 0;
}
}
}