RecoilForce.cs 1.1 KB

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  1. using UnityEngine;
  2. using System;
  3. namespace HQFPSWeapons
  4. {
  5. [Serializable]
  6. public class RecoilForce
  7. {
  8. public Vector3 RotForce;
  9. public Vector3 PosForce;
  10. [Range(0, 20)]
  11. public int Distribution;
  12. [Space]
  13. [Tooltip("max randomness for each axis")]
  14. [Group]
  15. public ForceJitter JitterForce;
  16. public void PlayRecoilForce(float forceMultiplier, Spring rotSpring = null, Spring posSpring = null)
  17. {
  18. if (posSpring != null)
  19. posSpring.AddForce(Vector3Utils.JitterVector(PosForce / 100, JitterForce.xJitter, JitterForce.yJitter, JitterForce.zJitter) * forceMultiplier, Distribution);
  20. if (rotSpring != null)
  21. rotSpring.AddForce(Vector3Utils.JitterVector(RotForce, JitterForce.xJitter, JitterForce.yJitter, JitterForce.zJitter) * forceMultiplier, Distribution);
  22. }
  23. [Serializable]
  24. public struct ForceJitter
  25. {
  26. [Range(0,1)]
  27. public float xJitter;
  28. [Range(0, 1)]
  29. public float yJitter;
  30. [Range(0, 1)]
  31. public float zJitter;
  32. }
  33. }
  34. }