namespacify everything

This commit is contained in:
2024-04-06 14:42:10 +03:00
parent 68b735b59c
commit 6430cc9b4d
42 changed files with 10066 additions and 10107 deletions

View File

@@ -1,75 +1,74 @@
using FlaxEngine;
namespace Game
namespace Game;
public class CameraSpring : Script
{
public class CameraSpring : Script
private bool lastGround;
private Float3 lastPosition;
public float percY;
private Actor playerActor;
private PlayerMovement playerMovement;
public float speed = 240f;
private Float3 targetOffset;
private Actor viewModelHolder;
public override void OnStart()
{
private bool lastGround;
private Float3 lastPosition;
public float percY;
playerActor = Actor.Parent.Parent;
playerMovement = playerActor.GetScript<PlayerMovement>();
viewModelHolder = playerActor.GetChild("ViewModelHolder");
private Actor playerActor;
private PlayerMovement playerMovement;
lastGround = playerMovement.OnGround;
targetOffset = Actor.LocalPosition;
}
public float speed = 240f;
private Float3 targetOffset;
private Actor viewModelHolder;
private void UpdatePosition(Float3 position)
{
Actor.Position = position;
viewModelHolder.Position = position;
}
public override void OnStart()
public override void OnUpdate()
{
Float3 position = Actor.Parent.Position + targetOffset;
Float3 targetPosition = position;
if (playerMovement.OnGround)
{
playerActor = Actor.Parent.Parent;
playerMovement = playerActor.GetScript<PlayerMovement>();
viewModelHolder = playerActor.GetChild("ViewModelHolder");
lastGround = playerMovement.OnGround;
targetOffset = Actor.LocalPosition;
}
private void UpdatePosition(Float3 position)
{
Actor.Position = position;
viewModelHolder.Position = position;
}
public override void OnUpdate()
{
Float3 position = Actor.Parent.Position + targetOffset;
Float3 targetPosition = position;
if (playerMovement.OnGround)
float deltaY = position.Y - lastPosition.Y;
//if (Mathf.Abs(deltaY) < 10f)
if (deltaY > 0)
{
float deltaY = position.Y - lastPosition.Y;
//if (Mathf.Abs(deltaY) < 10f)
if (deltaY > 0)
if (deltaY > 100f)
{
if (deltaY > 100f)
{
// Teleported, snap instantly
UpdatePosition(position);
}
else
{
const float catchUpDistance = 10f;
const float catchUpMinMultip = 0.25f;
percY = Mathf.Abs(deltaY) / catchUpDistance;
percY = Mathf.Min(1.0f, percY + catchUpMinMultip);
percY *= percY;
// Teleported, snap instantly
UpdatePosition(position);
}
else
{
const float catchUpDistance = 10f;
const float catchUpMinMultip = 0.25f;
percY = Mathf.Abs(deltaY) / catchUpDistance;
percY = Mathf.Min(1.0f, percY + catchUpMinMultip);
percY *= percY;
float adjustSpeed = speed * Time.DeltaTime * percY;
float adjustSpeed = speed * Time.DeltaTime * percY;
position.Y = lastPosition.Y; //-= deltaY;
position.Y = Mathf.MoveTowards(position.Y, targetPosition.Y, adjustSpeed);
UpdatePosition(position);
}
position.Y = lastPosition.Y; //-= deltaY;
position.Y = Mathf.MoveTowards(position.Y, targetPosition.Y, adjustSpeed);
UpdatePosition(position);
}
}
else
{
UpdatePosition(position);
}
lastPosition = position;
lastGround = playerMovement.OnGround;
}
else
{
UpdatePosition(position);
}
lastPosition = position;
lastGround = playerMovement.OnGround;
}
}