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Question by Jackisnotcool · Apr 20, 2020 at 08:53 AM · gamefirst person shootergunfiregun positiongun-animation

Help With Recoil Script

Here is my script, the issue is that my Gun only moves to it's recoil Position for a half second. When recoil == false my gun is being moved to the players hand smoothly. GunLook() is being run in the update function.

Effectively, how do I check that my Gun has reached it's recoilPosition for a decent amount of time;

void GunLook() {

     if(Recoil == false)
     {
         GunObj.position = Vector3.Lerp(GunObj.transform.position, GunPos.position, Mathf.SmoothStep(0f,1f,LerpSpeedR));
         GunObj.localRotation = Quaternion.Lerp(GunObj.rotation, GunPos.rotation, Mathf.SmoothStep(0f,1f,LerpSpeedP));
     }
     else
     {
         GunObj.position = Vector3.Lerp(GunObj.transform.position, GunPos.position + GunPos.TransformDirection(Vector3.back) * RecoilAmount, Mathf.SmoothStep(0f,1f,LerpSpeedR));
         GunObj.localRotation = Quaternion.Lerp(GunObj.rotation, GunPos.rotation, Mathf.SmoothStep(0f,1f,LerpSpeedP));
         Recoil = false;
     }

      if(Input.GetMouseButtonDown(0))
     {
         RaycastHit hit;
         Physics.Raycast(GunObj.transform.position, GunObj.TransformDirection(Vector3.forward), out hit, 100f);
         Recoil = true;

         if(hit.rigidbody)
         {
             hit.rigidbody.AddForceAtPosition(GunObj.TransformDirection(Vector3.forward * force), hit.point);
         }
     }
 }

}

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avatar image Jackisnotcool · Apr 18, 2020 at 11:05 PM 0
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Also of course, any tips on improving my code in general or for readability are very welcome :)

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