Commit 3637db00 authored by 18손재민's avatar 18손재민

팔 각도 조정 WIP

parent 30e0829e
...@@ -611,9 +611,9 @@ Transform: ...@@ -611,9 +611,9 @@ Transform:
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......
...@@ -308,6 +308,98 @@ MonoBehaviour: ...@@ -308,6 +308,98 @@ MonoBehaviour:
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......
...@@ -76,12 +76,6 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -76,12 +76,6 @@ public class PlayerController : SingletonBehaviour<PlayerController>
{ {
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer()); StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer());
} }
if (isPlayerShooting)
{
Quaternion destinationRotation = Quaternion.Euler(new Vector3(transform.eulerAngles.x, Camera.main.transform.eulerAngles.y, currentPlayer.transform.eulerAngles.z));
currentPlayer.transform.rotation = Quaternion.Lerp(currentPlayer.transform.rotation, destinationRotation, Time.deltaTime * 10);
currentPlayer.shootingArm.transform.LookAt(Camera.main.transform.position + new Vector3(1, 0, 0));
}
} }
} }
...@@ -89,5 +83,14 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -89,5 +83,14 @@ public class PlayerController : SingletonBehaviour<PlayerController>
{ {
if (currentPlayer != null && currentPlayer.GetComponent<NavMeshAgent>().velocity.magnitude > 0) if (currentPlayer != null && currentPlayer.GetComponent<NavMeshAgent>().velocity.magnitude > 0)
transform.rotation = Quaternion.LookRotation(currentPlayer.GetComponent<NavMeshAgent>().velocity.normalized); transform.rotation = Quaternion.LookRotation(currentPlayer.GetComponent<NavMeshAgent>().velocity.normalized);
if (isPlayerShooting)
{
Quaternion destinationRotation = Quaternion.Euler(new Vector3(transform.eulerAngles.x, Camera.main.transform.eulerAngles.y, currentPlayer.transform.eulerAngles.z));
currentPlayer.transform.rotation = Quaternion.Lerp(currentPlayer.transform.rotation, destinationRotation, Time.deltaTime * 10);
Debug.Log(currentPlayer.shootingArm.transform.position);
Debug.Log(currentPlayer.shootingArm.transform.eulerAngles);
Debug.Log(Camera.main.transform.position);
Debug.Log(Camera.main.transform.eulerAngles);
}
} }
} }
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