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Question by ddarwin1003 · Jul 27, 2018 at 05:48 PM · animationaimingaimdownsightsthird person shooter

TPS Aiming down sights problem

I'm creating a TPS and want to "combine" my ADS animation with my walk animation when I press mouse one. I figured out the zoom mechanic and now only need to figure out how to have the character lock onto the cross hair (so that if I press right w$$anonymous$$le aiming, I strafe to the right) and how to walk w$$anonymous$$le aiming down sights. How would one go about t$$anonymous$$s?

.

Character Controller

.

 using UnityEngine;
 using System.Collections;
 
 public class PlayerController : MonoBehaviour {
 
     public float walkSpeed = 2;
     public float runSpeed = 6;
     public float adsSpeed;
 
     public float turnSmoothTime = 0.2f;
     float turnSmoothVelocity;
 
     public float speedSmoothTime = 0.1f;
     float speedSmoothVelocity;
     float currentSpeed;
 
     Animator animator;
     Transform cameraM;
 
     Transform cameraTarget;
 
     public bool isAiming = false;
 
     void Start() {
         animator = GetComponent<Animator>();
         cameraM = Camera.main.transform;
     }
 
     void FixedUpdate() {
         aiming();
         movement();
        
     }
 
     void movement() {
         Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
         Vector2 inputDir = input.normalized;
         float animationSpeedPercent = 1;
         float targetSpeed;
         if (inputDir != Vector2.zero) {
             float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraM.eulerAngles.y;
             transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, turnSmoothTime);
         }
         if (!isAiming) {
       
             bool running = Input.GetKey(KeyCode.LeftS$$anonymous$$ft) && !(Input.GetKey(KeyCode.Mouse1));
             targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
             currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, speedSmoothTime);
 
             transform.Translate(transform.forward * currentSpeed * Time.deltaTime, Space.World);
 
             animationSpeedPercent = ((running)? 1 : .5f) * inputDir.magnitude;
             
         } else if (isAiming) {
 
             targetSpeed = adsSpeed * inputDir.magnitude;
             currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, speedSmoothTime);
 
             transform.Translate(transform.forward * currentSpeed * Time.deltaTime, Space.World);
 
             animationSpeedPercent = .25f * inputDir.magnitude;
         }
 
         animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
     }
 
     void aiming() {
         if (Input.GetKey(KeyCode.Mouse1)) {
             isAiming = true;
         } else {
             isAiming = false;
         }
     }
 }

.

Camera Controller

.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent (typeof(PlayerController))]
 public class T$$anonymous$$rdPersonCamera : MonoBehaviour {
 
 
     public bool lockCursor;
     public float mouseSensitivity;
     public Transform target;
     public float distFromTargetForward = 2;
     public float distFromTargetRight = 2;
     public float distFromTargetUp = 2;
     public Vector2 pitchMinMax = new Vector2(-40, 85);
 
     public float rotationSmoothTime = .12f;
     Vector3 rotationSmoothVelocity;
     Vector3 currentRotation;
 
     public PlayerController playerController;
 
     float yaw;
     float pitch;
 
     void Start (){
 
         if (lockCursor) {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
     
     }
     void LateUpdate () {
         yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
         pitch += Input.GetAxis("Mouse Y") * -mouseSensitivity;
         pitch = Mathf.Clamp (pitch, pitchMinMax.x, pitchMinMax.y);
 
         currentRotation = Vector3.SmoothDamp (currentRotation, new Vector3 (pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
         transform.eulerAngles = currentRotation;
 
         if (playerController.isAiming) {
 
             distFromTargetRight = -.07f;
             distFromTargetUp = .09f;
             distFromTargetForward = .7f;
         } else {
 
             distFromTargetRight = 0;
             distFromTargetUp = 0;
             distFromTargetForward = 2;
         }
 
         transform.position = target.position - (transform.forward * distFromTargetForward) + (transform.right * distFromTargetRight) + (transform.up * distFromTargetUp);
         
     }
 }
 

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