Fix player jitter on moving platforms
This commit is contained in:
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7
Assets/Content/Prefabs/JetPack.prefab.meta
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7
Assets/Content/Prefabs/JetPack.prefab.meta
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File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,7 @@
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using UnityEngine;
|
using UnityEngine;
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using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
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|
|
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|
[DefaultExecutionOrder(1001)]
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public class CameraThirdPerson : MonoBehaviour
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public class CameraThirdPerson : MonoBehaviour
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{
|
{
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[System.Serializable]
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[System.Serializable]
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@@ -39,6 +40,7 @@ public class CameraThirdPerson : MonoBehaviour
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public class References
|
public class References
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{
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{
|
||||||
public InputActionAsset InputActions;
|
public InputActionAsset InputActions;
|
||||||
|
public Transform Target;
|
||||||
}
|
}
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
@@ -96,7 +98,7 @@ public class CameraThirdPerson : MonoBehaviour
|
|||||||
|
|
||||||
private void SetCursor()
|
private void SetCursor()
|
||||||
{
|
{
|
||||||
bool lockCursor = Player.Owner && !Player.Owner.State.IsPaused;
|
bool lockCursor = Player.Instance && !Player.Instance.State.IsPaused;
|
||||||
|
|
||||||
Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
|
Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
|
||||||
Cursor.visible = !lockCursor;
|
Cursor.visible = !lockCursor;
|
||||||
@@ -104,7 +106,7 @@ public class CameraThirdPerson : MonoBehaviour
|
|||||||
|
|
||||||
private void SetYawAndPitch(float deltaTime)
|
private void SetYawAndPitch(float deltaTime)
|
||||||
{
|
{
|
||||||
if (!Player.Owner || Player.Owner.State.IsPaused)
|
if ((!Player.Instance || Player.Instance.State.IsPaused) && !_references.Target)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
Vector2 lookInput = _lookAction?.ReadValue<Vector2>() ?? Vector2.zero;
|
Vector2 lookInput = _lookAction?.ReadValue<Vector2>() ?? Vector2.zero;
|
||||||
@@ -132,9 +134,11 @@ public class CameraThirdPerson : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Vector3 offset = Vector3.up * _settings.VerticalOffset;
|
Vector3 offset = Vector3.up * _settings.VerticalOffset;
|
||||||
|
|
||||||
if (!Player.Owner)
|
if (_references.Target)
|
||||||
return Vector3.zero + offset;
|
return _references.Target.position + offset;
|
||||||
|
else if(Player.Instance)
|
||||||
|
return Player.Instance.transform.position + offset;
|
||||||
|
|
||||||
return Player.Owner.transform.position + offset;
|
return Vector3.zero + offset;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,7 +30,7 @@ public class FallingPlatform : MonoBehaviour
|
|||||||
|
|
||||||
void OnTriggerEnter(Collider col)
|
void OnTriggerEnter(Collider col)
|
||||||
{
|
{
|
||||||
if (Player.Owner && Player.Owner.gameObject == col.gameObject)
|
if (Player.Instance && Player.Instance.gameObject == col.gameObject)
|
||||||
{
|
{
|
||||||
Fall();
|
Fall();
|
||||||
}
|
}
|
||||||
|
|||||||
129
Assets/Content/Scripts/JetPack.cs
Normal file
129
Assets/Content/Scripts/JetPack.cs
Normal file
@@ -0,0 +1,129 @@
|
|||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class JetPack : MonoBehaviour
|
||||||
|
{
|
||||||
|
[System.Serializable]
|
||||||
|
public class Settings
|
||||||
|
{
|
||||||
|
public float Force = 5;
|
||||||
|
public float Duration = 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class References
|
||||||
|
{
|
||||||
|
public BoxCollider Collider;
|
||||||
|
public SphereCollider Trigger;
|
||||||
|
public Rigidbody Rigidbody;
|
||||||
|
public ParticleSystem Particles;
|
||||||
|
public InputActionAsset InputActions;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class StateContainer
|
||||||
|
{
|
||||||
|
public bool Equiped;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public Settings _settings;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public References _references;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public StateContainer _state;
|
||||||
|
|
||||||
|
private bool _wasPressed;
|
||||||
|
private float _duration = 0;
|
||||||
|
private float _smooth = 0;
|
||||||
|
|
||||||
|
private InputAction _jumpAction;
|
||||||
|
|
||||||
|
void OnTriggerEnter(Collider col)
|
||||||
|
{
|
||||||
|
if (Player.Instance && Player.Instance.gameObject == col.gameObject)
|
||||||
|
{
|
||||||
|
Equip();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
_duration = _settings.Duration;
|
||||||
|
_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (_state.Equiped && Player.Instance)
|
||||||
|
{
|
||||||
|
if (_duration > 0)
|
||||||
|
{
|
||||||
|
if (_jumpAction.IsPressed())
|
||||||
|
{
|
||||||
|
_wasPressed = true;
|
||||||
|
_duration -= Time.deltaTime;
|
||||||
|
_smooth = Mathf.Clamp01(_smooth + Time.deltaTime);
|
||||||
|
//Player.Instance.SetExtraForce(Vector3.up * _settings.Force * _smooth, true);
|
||||||
|
}
|
||||||
|
else if (_wasPressed)
|
||||||
|
{
|
||||||
|
_smooth = 0;
|
||||||
|
_wasPressed = false;
|
||||||
|
ResetExtraForce();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Unequip();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Equip()
|
||||||
|
{
|
||||||
|
if (_state.Equiped || _duration <= 0 ||!Player.Instance)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_wasPressed = false;
|
||||||
|
_state.Equiped = true;
|
||||||
|
_duration = _settings.Duration;
|
||||||
|
|
||||||
|
_references.Collider.enabled = false;
|
||||||
|
_references.Trigger.enabled = false;
|
||||||
|
_references.Rigidbody.isKinematic = true;
|
||||||
|
|
||||||
|
transform.parent = Player.Instance.transform.GetChild(0).GetChild(1).GetChild(0);
|
||||||
|
transform.localPosition = new Vector3(0, .3f, -.4f);
|
||||||
|
transform.localEulerAngles = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Unequip()
|
||||||
|
{
|
||||||
|
if (!_state.Equiped)
|
||||||
|
return;
|
||||||
|
|
||||||
|
ResetExtraForce();
|
||||||
|
|
||||||
|
_state.Equiped = false;
|
||||||
|
_duration = _settings.Duration;
|
||||||
|
|
||||||
|
transform.parent = null;
|
||||||
|
|
||||||
|
Vector3 random = new Vector3(UnityEngine.Random.Range(-1, 1), UnityEngine.Random.Range(-1, 1), UnityEngine.Random.Range(-1, 1)).normalized;
|
||||||
|
|
||||||
|
_references.Collider.enabled = true;
|
||||||
|
_references.Trigger.enabled = false;
|
||||||
|
_references.Rigidbody.isKinematic = false;
|
||||||
|
_references.Rigidbody.AddRelativeTorque(random, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void ResetExtraForce()
|
||||||
|
{
|
||||||
|
//Player.Instance.SetExtraForce(Vector3.zero, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/JetPack.cs.meta
Normal file
2
Assets/Content/Scripts/JetPack.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e22ce2b6f35d2f441b3b72c98bfd81a4
|
||||||
22
Assets/Content/Scripts/ParentSimuator.cs
Normal file
22
Assets/Content/Scripts/ParentSimuator.cs
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[DefaultExecutionOrder(1)]
|
||||||
|
public class ParentSimuator : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] Transform _target;
|
||||||
|
[SerializeField] Vector3 _targetPosition;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
_targetPosition = _target.InverseTransformPoint(transform.position);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Vector3 targetPosition = _target.TransformPoint(_targetPosition);
|
||||||
|
|
||||||
|
transform.position = targetPosition;
|
||||||
|
|
||||||
|
_targetPosition = _target.InverseTransformPoint(transform.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/ParentSimuator.cs.meta
Normal file
2
Assets/Content/Scripts/ParentSimuator.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 98c2f408a2e65a54da421fc54a4f07f3
|
||||||
@@ -1,22 +1,15 @@
|
|||||||
using System.Collections;
|
using UnityEngine;
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
//using Unity.Netcode;
|
using System;
|
||||||
//using Unity.Netcode.Components;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Player controller.
|
/// Player controller.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RequireComponent(typeof(CharacterController))]
|
[RequireComponent(typeof(CharacterController))]
|
||||||
public class Player : MonoBehaviour //NetworkBehaviour
|
[DefaultExecutionOrder(1000)]
|
||||||
|
public class Player : MonoBehaviour
|
||||||
{
|
{
|
||||||
public static Player Owner { get; private set; }
|
public static Player Instance { get; private set; }
|
||||||
|
|
||||||
public enum PlayerType
|
|
||||||
{
|
|
||||||
Local,
|
|
||||||
//Network
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum PlayerState
|
public enum PlayerState
|
||||||
{
|
{
|
||||||
@@ -33,8 +26,6 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class Settings
|
public class Settings
|
||||||
{
|
{
|
||||||
public PlayerType Type;
|
|
||||||
|
|
||||||
[Header("Movements")]
|
[Header("Movements")]
|
||||||
|
|
||||||
[Tooltip("Movement speed in km/h")]
|
[Tooltip("Movement speed in km/h")]
|
||||||
@@ -51,7 +42,7 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
|
|
||||||
[Tooltip("Layers considered as ground")]
|
[Tooltip("Layers considered as ground")]
|
||||||
public LayerMask GroundLayer = 1;
|
public LayerMask GroundLayer = 1;
|
||||||
|
|
||||||
[Header("Debug")]
|
[Header("Debug")]
|
||||||
|
|
||||||
[Tooltip("GUI logs of current state")]
|
[Tooltip("GUI logs of current state")]
|
||||||
@@ -63,7 +54,6 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
{
|
{
|
||||||
public CharacterController Controller;
|
public CharacterController Controller;
|
||||||
public InputActionAsset InputActions;
|
public InputActionAsset InputActions;
|
||||||
//public NetworkTransform NetworkTransform;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
@@ -78,23 +68,14 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
[Tooltip("Is player grounded?")]
|
[Tooltip("Is player grounded?")]
|
||||||
public bool IsGrounded;
|
public bool IsGrounded;
|
||||||
|
|
||||||
[Tooltip("Is gravity suspended?")]
|
[Tooltip("Current velocity in m/s")]
|
||||||
public bool IsGravitySuspended;
|
public Vector3 Velocity;
|
||||||
|
|
||||||
[Tooltip("Vertical velocity in m/s")]
|
|
||||||
public float VerticalVelocity;
|
|
||||||
|
|
||||||
[Tooltip("Horizontal velocity in m/s")]
|
|
||||||
public Vector2 HorizontalVelocity;
|
|
||||||
|
|
||||||
[Tooltip("Additionnal velocity in m/s")]
|
|
||||||
public Vector3 ExtraVelocity;
|
|
||||||
|
|
||||||
[Tooltip("Ground velocity in m/s to avoid parenting")]
|
|
||||||
public Vector3 GroundVelocity;
|
|
||||||
|
|
||||||
[Tooltip("Ground transform evaluated as parent")]
|
[Tooltip("Ground transform evaluated as parent")]
|
||||||
public Transform GroundTransform;
|
public Transform Ground;
|
||||||
|
|
||||||
|
public float VerticalVelocity => Velocity.y;
|
||||||
|
public Vector3 HorizontalVelocity => new Vector3(Velocity.x, 0, Velocity.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
[SerializeField] private Settings _settings;
|
[SerializeField] private Settings _settings;
|
||||||
@@ -104,84 +85,32 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
public StateContainer State => _state;
|
public StateContainer State => _state;
|
||||||
|
|
||||||
#region Private Fields
|
#region Private Fields
|
||||||
private bool _jumpInput;
|
|
||||||
private Vector2 _moveInput;
|
|
||||||
|
|
||||||
private InputAction _moveAction;
|
private InputAction _moveAction;
|
||||||
private InputAction _jumpAction;
|
private InputAction _jumpAction;
|
||||||
|
|
||||||
|
private Camera _camera;
|
||||||
|
|
||||||
|
// Ground check geometry
|
||||||
|
private Vector3 _groundCheckRayOffset;
|
||||||
|
private Vector3 _groundCheckSphereOffset;
|
||||||
private float _groundCheckRadius;
|
private float _groundCheckRadius;
|
||||||
private Vector3 _groundCheckOffset;
|
|
||||||
private Vector3 _groundContactPosition;
|
// OverlapSphere results buffer (non-alloc)
|
||||||
private Quaternion _groundContactRotation;
|
private Collider[] _overlapResults = new Collider[1];
|
||||||
private Collider[] _groundCheckResults = new Collider[1];
|
|
||||||
|
// Platform tracking
|
||||||
IEnumerator _addExtraForceCoroutine;
|
private Vector3 _lastPlatformPosition;
|
||||||
|
private Quaternion _lastPlatformRotation;
|
||||||
|
|
||||||
|
// Events
|
||||||
|
public event Action<PlayerState, PlayerState> OnStateChanged;
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Constants
|
#region Constants
|
||||||
private const float GRAVITY = -20;
|
|
||||||
private const float KMH_TO_MS = 1 / 3.6f;
|
private const float KMH_TO_MS = 1 / 3.6f;
|
||||||
private const float GROUND_STICK_FORCE = -2;
|
private const float STICK_FORCE = -5f;
|
||||||
#endregion
|
private const float GRAVITY = -20f;
|
||||||
|
private const float MAX_GRAVITY = -50f;
|
||||||
#region Network
|
|
||||||
const bool IsOwner = true; // Remove when enable Network
|
|
||||||
/*
|
|
||||||
// Network variables to synchronize state
|
|
||||||
private NetworkVariable<PlayerState> _networkCurrentState = new NetworkVariable<PlayerState>(
|
|
||||||
PlayerState.Idle,
|
|
||||||
NetworkVariableReadPermission.Everyone,
|
|
||||||
NetworkVariableWritePermission.Owner
|
|
||||||
);
|
|
||||||
|
|
||||||
private NetworkVariable<Vector2> _networkHorizontalVelocity = new NetworkVariable<Vector2>(
|
|
||||||
Vector2.zero,
|
|
||||||
NetworkVariableReadPermission.Everyone,
|
|
||||||
NetworkVariableWritePermission.Owner
|
|
||||||
);
|
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
|
||||||
{
|
|
||||||
base.OnNetworkSpawn();
|
|
||||||
|
|
||||||
_references.NetworkTransform.Interpolate = !IsOwner;
|
|
||||||
|
|
||||||
if (IsOwner)
|
|
||||||
{
|
|
||||||
Init();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Subscribe to NetworkVariable changes for non-owners
|
|
||||||
_networkCurrentState.OnValueChanged += OnNetworkStateChanged;
|
|
||||||
_networkHorizontalVelocity.OnValueChanged += OnNetworkHorizontalVelocityChanged;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnNetworkDespawn()
|
|
||||||
{
|
|
||||||
base.OnNetworkDespawn();
|
|
||||||
|
|
||||||
// Unsubscribe from NetworkVariable changes
|
|
||||||
if (!IsOwner)
|
|
||||||
{
|
|
||||||
_networkCurrentState.OnValueChanged -= OnNetworkStateChanged;
|
|
||||||
_networkHorizontalVelocity.OnValueChanged -= OnNetworkHorizontalVelocityChanged;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Callback when player state changes (for non-owners)
|
|
||||||
private void OnNetworkStateChanged(PlayerState previousState, PlayerState newState)
|
|
||||||
{
|
|
||||||
_state.CurrentState = newState;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Callback when horizontal velocity changes (for non-owners)
|
|
||||||
private void OnNetworkHorizontalVelocityChanged(Vector2 previousVelocity, Vector2 newVelocity)
|
|
||||||
{
|
|
||||||
_state.HorizontalVelocity = newVelocity;
|
|
||||||
}*/
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Unity Debug
|
#region Unity Debug
|
||||||
@@ -194,36 +123,57 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
style.normal.textColor = Color.white;
|
style.normal.textColor = Color.white;
|
||||||
style.alignment = TextAnchor.UpperLeft;
|
style.alignment = TextAnchor.UpperLeft;
|
||||||
|
|
||||||
string debug = $"Horizontal Velocity: {_state.HorizontalVelocity.magnitude / KMH_TO_MS:F2} km/h\n";
|
GUILayout.BeginArea(new Rect(10, 10, 400, 200));
|
||||||
debug += $"X: {_state.HorizontalVelocity.x:F2} Z: {_state.HorizontalVelocity.y:F2}\n";
|
GUILayout.Label($"State: {_state.CurrentState}", style);
|
||||||
debug += $"Vertical Velocity: {_state.VerticalVelocity / KMH_TO_MS:F2} km/h\n";
|
GUILayout.Label($"Grounded: {_state.IsGrounded}", style);
|
||||||
debug += $"Grounded: {_state.IsGrounded}\n";
|
GUILayout.Label($"Velocity: {_state.Velocity.magnitude:F2} m/s", style);
|
||||||
debug += $"State: {_state.CurrentState}\n";
|
GUILayout.EndArea();
|
||||||
//debug += $"IsOwner: {IsOwner}\n";
|
|
||||||
//debug += $"IsServer: {IsServer}\n";
|
|
||||||
//debug += $"IsClient: {IsClient}";
|
|
||||||
|
|
||||||
GUI.Label(new Rect(10, 10, 400, 200), debug, style);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDrawGizmos()
|
void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
if (_settings.Type == PlayerType.Local || IsOwner)
|
Color c = _state.IsGrounded ? Color.green : new Color(1, .5f, 0);
|
||||||
{
|
|
||||||
// Draw ground check sphere
|
Gizmos.color = c;
|
||||||
Gizmos.matrix = transform.localToWorldMatrix;
|
Gizmos.DrawRay(transform.position + _groundCheckRayOffset, Vector3.down * (_settings.GroundTolerance * 2f));
|
||||||
Gizmos.color = _state.IsGrounded ? Color.green : new Color(1, .5f, 0);
|
Gizmos.DrawWireSphere(transform.position + _groundCheckSphereOffset, _groundCheckRadius);
|
||||||
Gizmos.DrawWireSphere(_groundCheckOffset, _groundCheckRadius);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Unity Lifecycle
|
#region Unity Lifecycle
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (Instance != null && Instance != this)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Instance = this;
|
||||||
|
|
||||||
|
if (_references.Controller == null)
|
||||||
|
_references.Controller = GetComponent<CharacterController>();
|
||||||
|
|
||||||
|
_camera = Camera.main;
|
||||||
|
|
||||||
|
_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
|
||||||
|
_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
|
||||||
|
|
||||||
|
_references.Controller.skinWidth = 0.08f;
|
||||||
|
_references.Controller.minMoveDistance = 0f;
|
||||||
|
_references.Controller.stepOffset = 0.4f;
|
||||||
|
|
||||||
|
CharacterController cc = _references.Controller;
|
||||||
|
|
||||||
|
_groundCheckRayOffset = cc.center + Vector3.up * (-cc.height * .5f - cc.skinWidth + _settings.GroundTolerance);
|
||||||
|
_groundCheckSphereOffset = cc.center + Vector3.up * (-cc.height * .5f + cc.radius - cc.skinWidth - _settings.GroundTolerance);
|
||||||
|
_groundCheckRadius = cc.radius;
|
||||||
|
}
|
||||||
|
|
||||||
void OnEnable()
|
void OnEnable()
|
||||||
{
|
{
|
||||||
if (_settings.Type == PlayerType.Local)
|
_moveAction?.Enable();
|
||||||
Init();
|
_jumpAction?.Enable();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDisable()
|
void OnDisable()
|
||||||
@@ -234,80 +184,26 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (_settings.Type == PlayerType.Local || IsOwner)
|
if (_state.IsPaused) return;
|
||||||
{
|
|
||||||
float deltaTime = Time.deltaTime;
|
|
||||||
|
|
||||||
GetInputs();
|
float deltaTime = Time.deltaTime;
|
||||||
CheckGround(deltaTime);
|
|
||||||
SetVelocity(deltaTime);
|
|
||||||
SetMovement(deltaTime);
|
|
||||||
UpdateState();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void LateUpdate()
|
SetPlatformOffset();
|
||||||
{
|
SetGravity(deltaTime);
|
||||||
// Owner sends state to network
|
SetVelocity(deltaTime);
|
||||||
if (IsOwner)
|
SetJump();
|
||||||
{
|
SetMovement(deltaTime);
|
||||||
//_networkCurrentState.Value = _state.CurrentState;
|
SetState();
|
||||||
//_networkHorizontalVelocity.Value = _state.HorizontalVelocity;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
#region Physics
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
#region Public Methods
|
#region Public Methods
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Add an additionnal force to the player.
|
/// Stuns for a specified duration (0 = infinite).
|
||||||
/// </summary>
|
|
||||||
/// <param name="force">Force direction in m/s</param>
|
|
||||||
/// <param name="suspendGravity">Suspend gravity for the duration of the force</param>
|
|
||||||
/// <param name="duration">Duration while fore is applied (if 0: infinite duration)</param>
|
|
||||||
/// <param name="curve">A remplir par claude</param>
|
|
||||||
public void AddExtraForce(Vector3 force, bool suspendGravity, float duration = -1, AnimationCurve curve = null)
|
|
||||||
{
|
|
||||||
if (_state.CurrentState == PlayerState.Eliminated)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (_addExtraForceCoroutine != null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (duration <= 0)
|
|
||||||
_state.ExtraVelocity = force;
|
|
||||||
else
|
|
||||||
StartCoroutine(_addExtraForceCoroutine = AddExtraForceCoroutine(force, suspendGravity, duration, curve));
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator AddExtraForceCoroutine(Vector3 force, bool suspendGravity, float duration, AnimationCurve curve)
|
|
||||||
{
|
|
||||||
if (suspendGravity)
|
|
||||||
_state.IsGravitySuspended = true;
|
|
||||||
|
|
||||||
for (float t = 0f; t < duration; t += Time.deltaTime)
|
|
||||||
{
|
|
||||||
float normaliwedTime = t / duration;
|
|
||||||
float easeTime = curve != null ? curve.Evaluate(normaliwedTime) : normaliwedTime;
|
|
||||||
|
|
||||||
_state.ExtraVelocity = force * easeTime;
|
|
||||||
|
|
||||||
yield return new WaitForEndOfFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (suspendGravity)
|
|
||||||
_state.IsGravitySuspended = false;
|
|
||||||
|
|
||||||
_state.ExtraVelocity = Vector3.zero;
|
|
||||||
_addExtraForceCoroutine = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ResetExtraForce()
|
|
||||||
{
|
|
||||||
_state.ExtraVelocity = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Stuns the player for a specified duration (0 = infinite).
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void Stun(float duration = 0)
|
public void Stun(float duration = 0)
|
||||||
{
|
{
|
||||||
@@ -315,15 +211,14 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
_state.CurrentState = PlayerState.Stunned;
|
_state.CurrentState = PlayerState.Stunned;
|
||||||
_state.HorizontalVelocity = Vector2.zero;
|
_state.Velocity = Vector3.zero;
|
||||||
_state.VerticalVelocity = 0f;
|
|
||||||
|
|
||||||
if (duration > 0)
|
if (duration > 0)
|
||||||
Invoke(nameof(RecoverFromStun), duration);
|
Invoke(nameof(RecoverFromStun), duration);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Recover the player from stun.
|
/// Recover from stun.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void RecoverFromStun()
|
public void RecoverFromStun()
|
||||||
{
|
{
|
||||||
@@ -337,8 +232,7 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
public void Eliminate()
|
public void Eliminate()
|
||||||
{
|
{
|
||||||
_state.CurrentState = PlayerState.Eliminated;
|
_state.CurrentState = PlayerState.Eliminated;
|
||||||
_state.HorizontalVelocity = Vector2.zero;
|
_state.Velocity = Vector3.zero;
|
||||||
_state.VerticalVelocity = 0f;
|
|
||||||
_references.Controller.enabled = false;
|
_references.Controller.enabled = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -352,228 +246,116 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Player Logic
|
#region Player Logic
|
||||||
private void Init()
|
private void SetPlatformOffset()
|
||||||
{
|
{
|
||||||
if (_settings.Type == PlayerType.Local || IsOwner)
|
// Raycast for center contact
|
||||||
{
|
Vector3 rayOrigin = transform.position + _groundCheckRayOffset;
|
||||||
if (Owner == null)
|
bool rayHit = Physics.Raycast(rayOrigin, Vector3.down, out RaycastHit rayInfo, _settings.GroundTolerance * 2f, _settings.GroundLayer);
|
||||||
{
|
|
||||||
Owner = this;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"Multiple Player instances detected. Destroy: {gameObject.name}");
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
|
// OverlapSphere for edge contact
|
||||||
_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
|
Vector3 sphereOrigin = transform.position + _groundCheckSphereOffset;
|
||||||
|
int overlapCount = Physics.OverlapSphereNonAlloc(sphereOrigin, _groundCheckRadius, _overlapResults, _settings.GroundLayer);
|
||||||
|
bool sphereHit = overlapCount > 0;
|
||||||
|
|
||||||
_moveAction?.Enable();
|
_state.IsGrounded = rayHit || sphereHit;
|
||||||
_jumpAction?.Enable();
|
|
||||||
}
|
|
||||||
|
|
||||||
_groundCheckOffset = _references.Controller.center + Vector3.up * (_references.Controller.height * -.5f + _references.Controller.radius - _references.Controller.skinWidth - _settings.GroundTolerance);
|
|
||||||
_groundCheckRadius = _references.Controller.radius;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void GetInputs()
|
|
||||||
{
|
|
||||||
if (Keyboard.current?.escapeKey.wasPressedThisFrame ?? false)
|
|
||||||
Pause(!_state.IsPaused);
|
|
||||||
|
|
||||||
_moveInput = _moveAction != null ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
|
|
||||||
|
|
||||||
bool jumpInput = _jumpAction != null && _jumpAction.WasPressedThisFrame();
|
|
||||||
if (jumpInput)
|
|
||||||
{
|
|
||||||
bool canJump = _state.IsGrounded &&
|
|
||||||
_state.CurrentState != PlayerState.Stunned &&
|
|
||||||
_state.CurrentState != PlayerState.Eliminated &&
|
|
||||||
_state.CurrentState != PlayerState.Jumping &&
|
|
||||||
_state.CurrentState != PlayerState.Falling;
|
|
||||||
|
|
||||||
_jumpInput = canJump;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_jumpInput = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CheckGround(float deltaTime)
|
|
||||||
{
|
|
||||||
int hitCount = Physics.OverlapSphereNonAlloc(
|
|
||||||
transform.position + transform.rotation * _groundCheckOffset,
|
|
||||||
_groundCheckRadius,
|
|
||||||
_groundCheckResults,
|
|
||||||
_settings.GroundLayer
|
|
||||||
);
|
|
||||||
|
|
||||||
bool wasGrounded = _state.IsGrounded;
|
|
||||||
_state.IsGrounded = hitCount > 0;
|
|
||||||
|
|
||||||
if (_state.IsGrounded)
|
if (_state.IsGrounded)
|
||||||
{
|
{
|
||||||
Transform newPlatform = _groundCheckResults[0].transform;
|
Transform currentGround = rayHit ? rayInfo.collider.transform : _overlapResults[0].transform;
|
||||||
|
|
||||||
// If platform changed, initialize last frame values
|
// Initialize references when landing on a new surface to prevent teleporting
|
||||||
if (newPlatform != _state.GroundTransform)
|
if (currentGround != _state.Ground)
|
||||||
{
|
{
|
||||||
_state.GroundTransform = newPlatform;
|
_state.Ground = currentGround;
|
||||||
_state.GroundVelocity = Vector3.zero;
|
_lastPlatformPosition = _state.Ground.position;
|
||||||
_groundContactPosition = _state.GroundTransform.position;
|
_lastPlatformRotation = _state.Ground.rotation;
|
||||||
_groundContactRotation = _state.GroundTransform.rotation;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Yaw delta: rotate player around platform pivot
|
||||||
|
Quaternion rotationDelta = _state.Ground.rotation * Quaternion.Inverse(_lastPlatformRotation);
|
||||||
|
float platformYaw = rotationDelta.eulerAngles.y;
|
||||||
|
|
||||||
|
if (Mathf.Abs(platformYaw) > .001f)
|
||||||
|
{
|
||||||
|
Vector3 dir = transform.position - _state.Ground.position;
|
||||||
|
dir = Quaternion.Euler(0, platformYaw, 0) * dir;
|
||||||
|
transform.position = _state.Ground.position + dir;
|
||||||
|
transform.Rotate(0, platformYaw, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Translation delta
|
||||||
|
transform.position += _state.Ground.position - _lastPlatformPosition;
|
||||||
|
|
||||||
|
// Store current state for next frame
|
||||||
|
_lastPlatformPosition = _state.Ground.position;
|
||||||
|
_lastPlatformRotation = _state.Ground.rotation;
|
||||||
|
|
||||||
|
// Sync physics broadphase to the new transform, the CharacterController
|
||||||
|
// doesn't see a stale overlap and generate a corrective push
|
||||||
|
Physics.SyncTransforms();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// If player just left the platform
|
_state.Ground = null;
|
||||||
if (wasGrounded && _state.GroundTransform != null)
|
|
||||||
{
|
|
||||||
Vector3 platformVelocity = (_state.GroundTransform.position - _groundContactPosition) / deltaTime;
|
|
||||||
|
|
||||||
// Add platform velovity to player ground velocity
|
|
||||||
_state.GroundVelocity = platformVelocity;
|
|
||||||
}
|
|
||||||
|
|
||||||
_state.GroundTransform = null;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void SetGravity(float deltaTime)
|
||||||
|
{
|
||||||
|
if (_state.IsGrounded && _state.Velocity.y < 0)
|
||||||
|
_state.Velocity.y = STICK_FORCE;
|
||||||
|
else
|
||||||
|
_state.Velocity.y = Mathf.Max(_state.Velocity.y + GRAVITY * deltaTime, MAX_GRAVITY);
|
||||||
|
}
|
||||||
|
|
||||||
private void SetVelocity(float deltaTime)
|
private void SetVelocity(float deltaTime)
|
||||||
{
|
{
|
||||||
// Determine movement attenuation based on current state
|
Vector2 input = _moveAction.ReadValue<Vector2>();
|
||||||
|
Vector3 forward = Vector3.ProjectOnPlane(_camera.transform.forward, Vector3.up).normalized;
|
||||||
|
Vector3 right = Vector3.ProjectOnPlane(_camera.transform.right, Vector3.up).normalized;
|
||||||
|
|
||||||
float moveAtten;
|
float speed = _settings.Speed * KMH_TO_MS;
|
||||||
switch (_state.CurrentState)
|
Vector3 moveInput = (forward * input.y + right * input.x) * speed;
|
||||||
|
|
||||||
|
_state.Velocity.x = moveInput.x;
|
||||||
|
_state.Velocity.z = moveInput.z;
|
||||||
|
|
||||||
|
if (moveInput.sqrMagnitude > 0.001f)
|
||||||
{
|
{
|
||||||
case PlayerState.Idle:
|
Quaternion targetRot = Quaternion.LookRotation(moveInput);
|
||||||
case PlayerState.Moving:
|
float step = _settings.RotationSpeed * deltaTime;
|
||||||
moveAtten = 1;
|
Vector3 euler = Quaternion.Slerp(transform.rotation, targetRot, step).eulerAngles;
|
||||||
break;
|
transform.rotation = Quaternion.Euler(0, euler.y, 0);
|
||||||
case PlayerState.Jumping:
|
|
||||||
moveAtten = .8f;
|
|
||||||
break;
|
|
||||||
case PlayerState.Falling:
|
|
||||||
moveAtten = .6f;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
moveAtten = 0;
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Update horizontal velocity
|
private void SetJump()
|
||||||
|
{
|
||||||
Vector2 horizontalVelocity = _state.HorizontalVelocity;
|
if (_jumpAction.triggered && _state.IsGrounded)
|
||||||
|
|
||||||
if (moveAtten > 0 && Camera.main)
|
|
||||||
{
|
{
|
||||||
Vector2 move = Vector2.zero;
|
_state.Velocity.y = _settings.JumpForce;
|
||||||
|
_state.Ground = null;
|
||||||
// Don't apply move to velocity if paused
|
|
||||||
if (!_state.IsPaused)
|
|
||||||
{
|
|
||||||
Vector3 forward = Camera.main.transform.forward;
|
|
||||||
Vector3 right = Camera.main.transform.right;
|
|
||||||
|
|
||||||
forward.y = right.y = 0;
|
|
||||||
forward.Normalize();
|
|
||||||
right.Normalize();
|
|
||||||
|
|
||||||
Vector3 direction3D = (forward * _moveInput.y + right * _moveInput.x);
|
|
||||||
move = new Vector2(direction3D.x, direction3D.z).normalized;
|
|
||||||
move *= _settings.Speed * KMH_TO_MS;
|
|
||||||
}
|
|
||||||
|
|
||||||
horizontalVelocity = Vector2.Lerp(horizontalVelocity, move, moveAtten * deltaTime * 5);
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
horizontalVelocity = Vector2.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
_state.HorizontalVelocity = horizontalVelocity.magnitude > .01f ? horizontalVelocity : Vector2.zero;
|
|
||||||
|
|
||||||
// Update vertical velocity
|
|
||||||
|
|
||||||
float verticalVelocity = _state.VerticalVelocity;
|
|
||||||
|
|
||||||
if (_state.IsGrounded && _jumpInput && !_state.IsPaused)
|
|
||||||
{
|
|
||||||
_state.IsGrounded = _jumpInput = false;
|
|
||||||
verticalVelocity = _settings.JumpForce;
|
|
||||||
}
|
|
||||||
else if (_state.IsGrounded && verticalVelocity <= 0)
|
|
||||||
{
|
|
||||||
verticalVelocity = _state.IsGravitySuspended ? 0 : GROUND_STICK_FORCE;
|
|
||||||
}
|
|
||||||
else if (!_state.IsGravitySuspended)
|
|
||||||
{
|
|
||||||
verticalVelocity = Mathf.Max(verticalVelocity + GRAVITY * deltaTime, GRAVITY);
|
|
||||||
}
|
|
||||||
|
|
||||||
_state.VerticalVelocity = verticalVelocity;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetMovement(float deltaTime)
|
private void SetMovement(float deltaTime)
|
||||||
{
|
{
|
||||||
// Apply platform movement and rotation
|
_references.Controller.Move(_state.Velocity * deltaTime);
|
||||||
|
|
||||||
if (_state.GroundTransform)
|
|
||||||
{
|
|
||||||
// Calculate platform delta position
|
|
||||||
Vector3 platformPositionDelta = _state.GroundTransform.position - _groundContactPosition;
|
|
||||||
|
|
||||||
// Calculate platform delta rotation
|
|
||||||
Quaternion platformRotationDelta = _state.GroundTransform.rotation * Quaternion.Inverse(_groundContactRotation);
|
|
||||||
|
|
||||||
// Apply rotation around platform center
|
|
||||||
Vector3 localPosition = transform.position - _state.GroundTransform.position;
|
|
||||||
Vector3 rotatedPosition = platformRotationDelta * localPosition;
|
|
||||||
platformPositionDelta += rotatedPosition - localPosition;
|
|
||||||
|
|
||||||
// Move player with platform
|
|
||||||
_references.Controller.Move(platformPositionDelta);
|
|
||||||
|
|
||||||
// Rotate player with platform
|
|
||||||
transform.Rotate(Vector3.up, platformRotationDelta.eulerAngles.y, Space.World);
|
|
||||||
|
|
||||||
// Update last frame values
|
|
||||||
_groundContactPosition = _state.GroundTransform.position;
|
|
||||||
_groundContactRotation = _state.GroundTransform.rotation;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply player movement
|
|
||||||
|
|
||||||
Vector3 lookDir = new Vector3(_state.HorizontalVelocity.x, 0, _state.HorizontalVelocity.y);
|
|
||||||
Vector3 velocity = lookDir;
|
|
||||||
velocity.y = _state.VerticalVelocity;
|
|
||||||
velocity += _state.GroundVelocity;
|
|
||||||
velocity += _state.ExtraVelocity;
|
|
||||||
velocity *= deltaTime;
|
|
||||||
|
|
||||||
_references.Controller.Move(velocity);
|
|
||||||
|
|
||||||
// Apply player rotation
|
|
||||||
|
|
||||||
if (lookDir.sqrMagnitude > .01f)
|
|
||||||
{
|
|
||||||
Quaternion targetRotation = Quaternion.LookRotation(lookDir, Vector3.up);
|
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _settings.RotationSpeed * deltaTime);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateState()
|
private void SetState()
|
||||||
{
|
{
|
||||||
PlayerState previousState = _state.CurrentState;
|
|
||||||
|
|
||||||
if (_state.CurrentState == PlayerState.Stunned ||
|
if (_state.CurrentState == PlayerState.Stunned ||
|
||||||
_state.CurrentState == PlayerState.Eliminated)
|
_state.CurrentState == PlayerState.Eliminated ||
|
||||||
|
_state.CurrentState == PlayerState.Winner ||
|
||||||
|
_state.CurrentState == PlayerState.Loser)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
PlayerState previousState = _state.CurrentState;
|
||||||
|
|
||||||
if (!_state.IsGrounded)
|
if (!_state.IsGrounded)
|
||||||
{
|
{
|
||||||
_state.CurrentState = _state.VerticalVelocity > 0
|
_state.CurrentState = _state.VerticalVelocity > 0
|
||||||
@@ -582,14 +364,13 @@ public class Player : MonoBehaviour //NetworkBehaviour
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (_state.VerticalVelocity <= 0)
|
_state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f
|
||||||
_state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f
|
? PlayerState.Moving
|
||||||
? PlayerState.Moving
|
: PlayerState.Idle;
|
||||||
: PlayerState.Idle;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//if (_state.CurrentState != previousState)
|
if (previousState != _state.CurrentState)
|
||||||
// Debug.Log($"{previousState} → {_state.CurrentState}");
|
OnStateChanged?.Invoke(previousState, _state.CurrentState);
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
@@ -4,6 +4,7 @@
|
|||||||
/// Procedural platform animation supporting translation, rotation, and scaling.
|
/// Procedural platform animation supporting translation, rotation, and scaling.
|
||||||
/// Supports multiple animation types (Constant, PingPong, Loop, Single) with easing.
|
/// Supports multiple animation types (Constant, PingPong, Loop, Single) with easing.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
[DefaultExecutionOrder(0)]
|
||||||
public class ProceduralAnimator : MonoBehaviour
|
public class ProceduralAnimator : MonoBehaviour
|
||||||
{
|
{
|
||||||
public enum AnimationSpace
|
public enum AnimationSpace
|
||||||
@@ -89,7 +90,7 @@ public class ProceduralAnimator : MonoBehaviour
|
|||||||
_state.IsFinished = false;
|
_state.IsFinished = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void LateUpdate()
|
void Update()
|
||||||
{
|
{
|
||||||
if (_state.IsFinished)
|
if (_state.IsFinished)
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -10,10 +10,10 @@ public class Springboard : MonoBehaviour
|
|||||||
|
|
||||||
void OnTriggerEnter(Collider col)
|
void OnTriggerEnter(Collider col)
|
||||||
{
|
{
|
||||||
if (Player.Owner && col.gameObject == Player.Owner.gameObject)
|
if (Player.Instance && col.gameObject == Player.Instance.gameObject)
|
||||||
{
|
{
|
||||||
Debug.Log("Player triggered springboard");
|
Debug.Log("Player triggered springboard");
|
||||||
Player.Owner.AddExtraForce(Vector3.up * _force, true, _duration, _curve);
|
//Player.Instance.AddExtraForce(transform.up * _force, true, _duration, _curve);
|
||||||
_onJump?.Invoke();
|
_onJump?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
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|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
flipGreenChannel: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
ignoreMipmapLimit: 0
|
||||||
|
grayScaleToAlpha: 0
|
||||||
|
generateCubemap: 6
|
||||||
|
cubemapConvolution: 0
|
||||||
|
seamlessCubemap: 0
|
||||||
|
textureFormat: 1
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||||||
|
maxTextureSize: 2048
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||||||
|
textureSettings:
|
||||||
|
serializedVersion: 2
|
||||||
|
filterMode: 1
|
||||||
|
aniso: 1
|
||||||
|
mipBias: 0
|
||||||
|
wrapU: 1
|
||||||
|
wrapV: 1
|
||||||
|
wrapW: 0
|
||||||
|
nPOTScale: 0
|
||||||
|
lightmap: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
spriteMode: 1
|
||||||
|
spriteExtrude: 1
|
||||||
|
spriteMeshType: 1
|
||||||
|
alignment: 0
|
||||||
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
|
spritePixelsToUnits: 100
|
||||||
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
alphaUsage: 1
|
||||||
|
alphaIsTransparency: 1
|
||||||
|
spriteTessellationDetail: -1
|
||||||
|
textureType: 8
|
||||||
|
textureShape: 1
|
||||||
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
|
maxTextureSizeSet: 0
|
||||||
|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
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||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
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||||||
|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 2048
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|
resizeAlgorithm: 0
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||||||
|
textureFormat: -1
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||||||
|
textureCompression: 1
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|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
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||||||
|
buildTarget: Android
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||||||
|
maxTextureSize: 2048
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||||||
|
resizeAlgorithm: 0
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|
textureFormat: -1
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||||||
|
textureCompression: 1
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|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: WebGL
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 1
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
customData:
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
||||||
|
indices:
|
||||||
|
edges: []
|
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|
weights: []
|
||||||
|
secondaryTextures: []
|
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|
spriteCustomMetadata:
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||||||
|
entries: []
|
||||||
|
nameFileIdTable: {}
|
||||||
|
mipmapLimitGroupName:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -5,7 +5,7 @@ EditorBuildSettings:
|
|||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
- enabled: 1
|
- enabled: 0
|
||||||
path: Assets/Content/Scenes/SampleScene.unity
|
path: Assets/Content/Scenes/SampleScene.unity
|
||||||
guid: 99c9720ab356a0642a771bea13969a05
|
guid: 99c9720ab356a0642a771bea13969a05
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ TagManager:
|
|||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
- Ground
|
- Ground
|
||||||
-
|
- Player
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||
Reference in New Issue
Block a user