This question was
closed Nov 17, 2016 at 11:38 PM by
hexagonius.
Help with a script (JavaScript) :D
I have a problem, the ENEMY is following the movements of the camera of the player, I wanted to make the enemy look directly at the player / camera of the player, which would be the "soldierCamera" but he is not targeting the player, Player camera moves
That is, if the player looks at the side the enemy also looks in the same direction, the intention is to make him look at the player
Someone there to give me an idea?
var soldierCamera : Transform;
var headRotationFix : Vector3 = Vector3(180,90,90);
var crosshair : Transform;
private var target : Vector3;
private var targetTarget : Vector3; //The target for Mathf.Lerp to the target.
private var rightUpperArm : Transform;
private var rightClavicle : Transform;
private var leftUpperArm : Transform;
private var leftClavicle : Transform;
private var leftForearm : Transform;
private var leftFinger : Transform;
private var spine1 : Transform;
private var spine2 : Transform;
private var head : Transform;
private var neck : Transform;
private var cameraYRotation : float;
private var cameraPitch : float;
private var torsoOffsetAngle : float;
private var torsoOffsetPitch : float;
private var leanHead : float = 0.0;
private var soldierAnimationScript : soldierAnimation;
private var leftArmIkScript : MonoBehaviour;
private var ikArm : Transform;
private var ikUpperArm : Transform;
private var ikForearm : Transform;
private var transition : float;
private var transitionTarget : float; // 0 means normal animation, 1 means complete aim.
private var transition2 : float;
private var transition2Target : float; // 0 means normal animation, 1 means complete aim. For head and torso.
function Start(){
spine1 = transform.Find("mech_bot/Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1");
spine2 = transform.Find("mech_bot/Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2");
neck = spine2.Find("Bip01 Neck");
rightClavicle = transform.Find("mech_bot/Bip01/Bip01 Pelvis/Bip01 Spine/Bip01 Spine1/Bip01 Spine2");
rightUpperArm = rightClavicle.Find("Bip01 Neck");
leftClavicle = neck.Find("Bip01 L Clavicle");
leftUpperArm = leftClavicle.Find("Bip01 L UpperArm");
leftForearm = leftUpperArm.Find("Bip01 L Forearm");
leftFinger = leftForearm.Find("Bip01 L Hand/Bip01 L Finger2/Bip01 L Finger21");
head = neck.Find("Bip01 Head");
soldierAnimationScript = GetComponent("soldierAnimation");
var upperArmLength : float = Vector3.Distance(leftUpperArm.position, leftForearm.position);
var forearmLength : float = Vector3.Distance(leftForearm.position, leftFinger.position);
}
function LateUpdate(){
//Target.
var targetRay : Ray = soldierCamera.GetComponent.<Camera>().ViewportPointToRay(crosshair.position);
var targetRayDistance : float = 300.0;
var targetHit : RaycastHit;
targetTarget = targetRay.origin + targetRay.direction * targetRayDistance;
target = Vector3.Lerp(target,targetTarget,Time.deltaTime * 10.0);
var aimAid : Transform = new GameObject("aidAim").transform; //This will be used to aid the body parts aim in the rigth direction.
//Transition 1(arms).
transitionTarget = 1.0;
//Store pre-rotations.
var rightUpperArmLocalRotation : Quaternion = rightUpperArm.localRotation;
var leftUpperArmLocalRotation : Quaternion = leftUpperArm.localRotation;
var leftForearmLocalRotation : Quaternion = leftForearm.localRotation;
var headLocalRotation : Quaternion = head.localRotation;
var spine1LocalRotation : Quaternion = spine1.localRotation;
var spine2LocalRotation : Quaternion = spine2.localRotation;
//Aiming.
var characterYRotation : float = transform.rotation.eulerAngles.y;
var spineYRotation : float = spine1.rotation.eulerAngles.y + 60;
if (soldierCamera != null){
cameraYRotation = soldierCamera.rotation.eulerAngles.y;
cameraPitch = soldierCamera.localRotation.eulerAngles.x;
}
var deltaTorsoAngle : float = Mathf.DeltaAngle(spineYRotation, cameraYRotation);
torsoOffsetAngle = Mathf.Lerp(torsoOffsetAngle, deltaTorsoAngle, Time.deltaTime * 15.0);
var deltaTorsoPitch : float = Mathf.DeltaAngle(0, cameraPitch);
torsoOffsetPitch = Mathf.Lerp(torsoOffsetPitch, deltaTorsoPitch, Time.deltaTime * 15.0);
spine1.localRotation.eulerAngles.x -= torsoOffsetAngle * .5;
spine2.localRotation.eulerAngles.x -= torsoOffsetAngle * .5;
spine1.localRotation.eulerAngles.z -= torsoOffsetPitch * .5;
spine2.localRotation.eulerAngles.z -= torsoOffsetPitch * .5;
aimAid.position = rightUpperArm.position;//Right arm.
var gunAim : Transform = rightUpperArm.Find("Bip01 R Forearm/Bip01 R Hand/gun/gunAim");
aimAid.LookAt(gunAim);
rightUpperArm.parent = aimAid;
aimAid.LookAt(target);
rightUpperArm.parent = rightClavicle;
aimAid.position = leftUpperArm.position;//Upper arm.
aimAid.LookAt(leftForearm);
leftUpperArm.parent = aimAid;
var gunGrab : Transform = rightUpperArm.Find("Bip01 R Forearm/Bip01 R Hand/gun/gunGrab");
aimAid.LookAt(gunGrab);
leftUpperArm.parent = leftClavicle;
//IK. (Left arm).
var leftElbowTarget : Transform = spine2.Find("leftElbowTarget");
Destroy(aimAid.gameObject);
if (soldierCamera != null){ //Head.
head.LookAt(target);
head.Rotate(headRotationFix);
//Lean head so it doesn't intersects with the gun.
var minHeadLeanAngle : float = 0.0;
var maxHeadLeanAngle : float = 120.0;
var fullLeanAngle : float = 20;
var leanHeadTarget : float = 0.0;
if (head.localRotation.eulerAngles.x > minHeadLeanAngle && head.localRotation.eulerAngles.x < maxHeadLeanAngle){
leanHeadTarget = head.localRotation.eulerAngles.x - minHeadLeanAngle; //Angle for leaning the head.
leanHeadTarget /= maxHeadLeanAngle;
leanHeadTarget *= fullLeanAngle;
}
leanHead = Mathf.Lerp(leanHead, leanHeadTarget, Time.deltaTime * 5.0);
head.Rotate(0,leanHead,0);
}
//Transition 1.
transition = Mathf.Lerp(transition, transitionTarget, Time.deltaTime * 5.0);
if(transition < 1.0){ //Only Lerp if transitionTarget is between 0 and 1.
rightUpperArm.localRotation = Quaternion.Lerp(rightUpperArmLocalRotation, rightUpperArm.localRotation, transition);
leftUpperArm.localRotation = Quaternion.Lerp(leftUpperArmLocalRotation, leftUpperArm.localRotation, transition);
leftForearm.localRotation = Quaternion.Lerp(leftForearmLocalRotation, leftForearm.localRotation, transition);
}
//Transition 2.
transition2 = Mathf.Lerp(transition2, transition2Target, Time.deltaTime * 5.0);
if(transition2 < 1.0){ //Only Lerp if transitionTarget is between 0 and 1.
head.localRotation = Quaternion.Lerp(headLocalRotation, head.localRotation, transition2);
spine1.localRotation = Quaternion.Lerp(spine1LocalRotation, spine1.localRotation, transition2);
spine2.localRotation = Quaternion.Lerp(spine2LocalRotation, spine2.localRotation, transition2);
}
}
Thanks in advance!
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