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@nothke
Last active July 8, 2022 07:40
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// SmoothDamp based head bob
// Not so good, yet
//
// 1. Turn off other head bobs
// 2. Put the script on the Character root
// 3. Assign the player's camera as 'Head'
// 4. Play, fiddle with values
//
// It requires Character Controller component to function
//
// by Nothke
using UnityEngine;
public class StepBob : MonoBehaviour
{
public Transform head;
public float headSmoothing = 0.2f;
public float bobHeight = -0.1f;
public float bobAfterDistance = 2;
public float bobDuration = 0.1f;
float startHeight;
CharacterController _character;
CharacterController character { get { if (!_character) _character = GetComponent<CharacterController>(); return _character; } }
void Start()
{
startHeight = head.transform.localPosition.y;
}
float yVelo;
float ySmoothVelo;
float bobDistance = 1;
float bobTime;
const float THRESHOLD_SPEED = 0.01f;
const float FIRST_STEP_DISTANCE = 0.2f;
public delegate void StepAction();
public event StepAction OnStep;
void Update()
{
Vector3 velo = character.velocity;
yVelo = velo.y;
float deltaV = new Vector2(velo.x, velo.z).magnitude;
float deltaDistance = deltaV * Time.deltaTime;
if (deltaV < THRESHOLD_SPEED)
bobDistance = FIRST_STEP_DISTANCE;
bobDistance -= deltaDistance;
bobTime -= Time.deltaTime;
if (bobDistance < 0 && character.isGrounded)
{
if (OnStep != null)
OnStep();
bobTime = bobDuration;
bobDistance = bobAfterDistance;
}
float yTarget = character.velocity.y * 0.1f;
if (bobTime > 0) yTarget += bobHeight;
yTarget = Mathf.Clamp(yTarget, -1, 0.1f);
yTarget += startHeight;
float y = Mathf.SmoothDamp(head.localPosition.y, yTarget, ref ySmoothVelo, headSmoothing);
head.localPosition = new Vector3(0, y, 0);
}
}
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