using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class weaponSwayInfo { public bool useSway; public bool usePositionSway; public float swayPositionVertical = 0.02f; public float swayPositionHorizontal = 0.03f; public float swayPositionMaxAmount = 0.03f; public float swayPositionSmooth = 2; public float resetSwayPositionSmooth = 2; public bool useRotationSway; public float swayRotationVertical = 20; public float swayRotationHorizontal = 30; public float swayRotationSmooth = 3; public float resetSwayRotationSmooth = 3; public bool useBobPosition; public Vector3 bobPositionSpeed = new Vector3 (5, 10, 3); public Vector3 bobPositionAmount = new Vector3 (0.01f, 0.05f, 0.05f); public float resetSwayValueSpeed = 5; public bool useInputMultiplierForBobPosition; public bool useBobRotation; public float bobRotationVertical = 15; public float bobRotationHorizontal = 10; public bool useInputMultiplierForBobRotation; public Vector3 movingExtraPosition; public float swayPositionRunningMultiplier = 1; public float swayRotationRunningMultiplier = 1; public float bobPositionRunningMultiplier = 1; public float bobRotationRunningMultiplier = 1; [Range (0, 1)] public float swayPositionPercentageAiming; [Range (0, 1)] public float swayRotationPercentageAiming; [Range (0, 1)] public float bobPositionPercentageAiming; [Range (0, 1)] public float bobRotationPercentageAiming; public bool useSwayPositionClamp; public Vector2 swayPositionHorizontalClamp; public Vector2 swayPositionVerticalClamp; public bool useSwayRotationClamp; public Vector2 swayRotationClampX = new Vector2 (-20, 20); public Vector2 swayRotationClampY; public Vector2 swayRotationClampZ = new Vector3 (-15, 15); public float minMouseAmountForSway = 0.2f; }