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6
.vsconfig
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.vsconfig
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14805
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14805
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8757
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8757
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8001
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8001
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15525
Assets/Content/Models/Characters/Bot/Animations/jump.anim
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15525
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8973
Assets/Content/Models/Characters/Bot/Animations/loose.anim
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8973
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11997
Assets/Content/Models/Characters/Bot/Animations/stunned.anim
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11997
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15921
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15921
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17001
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17001
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89
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89
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7
Assets/Content/Prefabs/Player.prefab.meta
Normal file
7
Assets/Content/Prefabs/Player.prefab.meta
Normal file
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8
Assets/Content/Scenes.meta
Normal file
8
Assets/Content/Scenes.meta
Normal file
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4148
Assets/Content/Scenes/Main.unity
Normal file
4148
Assets/Content/Scenes/Main.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Content/Scenes/Main.unity.meta
Normal file
7
Assets/Content/Scenes/Main.unity.meta
Normal file
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8
Assets/Content/Scripts.meta
Normal file
8
Assets/Content/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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140
Assets/Content/Scripts/CameraThirdPerson.cs
Normal file
140
Assets/Content/Scripts/CameraThirdPerson.cs
Normal file
@@ -0,0 +1,140 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class CameraThirdPerson : MonoBehaviour
|
||||||
|
{
|
||||||
|
[System.Serializable]
|
||||||
|
private class Settings
|
||||||
|
{
|
||||||
|
[Header("Sensivity")]
|
||||||
|
|
||||||
|
[Tooltip("Camera follow smoothness (0 = instant, 1 = smooth)")]
|
||||||
|
[Range(0, 1)]
|
||||||
|
public float FollowSmoothness = .1f;
|
||||||
|
|
||||||
|
[Tooltip("Camera rotation sensitivity")]
|
||||||
|
public float LookSensitivity = 20f;
|
||||||
|
|
||||||
|
[Header("Position")]
|
||||||
|
|
||||||
|
[Tooltip("Camera distance from player")]
|
||||||
|
public float Distance = 5;
|
||||||
|
|
||||||
|
[Tooltip("Vertical offset from player")]
|
||||||
|
public float VerticalOffset = 2;
|
||||||
|
|
||||||
|
[Header("Pitch")]
|
||||||
|
|
||||||
|
[Tooltip("Default pitch angle")]
|
||||||
|
public float DefaultPitch = 20;
|
||||||
|
|
||||||
|
[Tooltip("Min pitch angle")]
|
||||||
|
public float MinPitch = -30;
|
||||||
|
|
||||||
|
[Tooltip("Max pitch angle")]
|
||||||
|
public float MaxPitch = 60;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class References
|
||||||
|
{
|
||||||
|
public InputActionAsset InputActions;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private Settings _settings;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private References _references;
|
||||||
|
|
||||||
|
private float _yaw;
|
||||||
|
private float _pitch;
|
||||||
|
|
||||||
|
private Vector3 _playerPosition;
|
||||||
|
private InputAction _lookAction;
|
||||||
|
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
Gizmos.color = Color.cyan;
|
||||||
|
Gizmos.DrawWireCube(GetPlayerPosition(), Vector3.one * .2f);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnValidate()
|
||||||
|
{
|
||||||
|
_settings.DefaultPitch = Mathf.Clamp(_settings.DefaultPitch, _settings.MinPitch, _settings.MaxPitch);
|
||||||
|
|
||||||
|
_pitch = _settings.DefaultPitch;
|
||||||
|
|
||||||
|
_playerPosition = GetPlayerPosition();
|
||||||
|
|
||||||
|
SetPosition();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
_lookAction = _references.InputActions.FindActionMap("Player").FindAction("Look");
|
||||||
|
|
||||||
|
_lookAction?.Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
_lookAction?.Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
float deltaTime = Time.deltaTime;
|
||||||
|
|
||||||
|
_playerPosition = Vector3.Lerp(_playerPosition, GetPlayerPosition(), (1.1f - _settings.FollowSmoothness) * 20 * deltaTime);
|
||||||
|
|
||||||
|
SetCursor();
|
||||||
|
SetYawAndPitch(deltaTime);
|
||||||
|
SetPosition();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetCursor()
|
||||||
|
{
|
||||||
|
bool lockCursor = Player.Owner && !Player.Owner.State.IsPaused;
|
||||||
|
|
||||||
|
Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
|
||||||
|
Cursor.visible = !lockCursor;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetYawAndPitch(float deltaTime)
|
||||||
|
{
|
||||||
|
if (!Player.Owner || Player.Owner.State.IsPaused)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector2 lookInput = _lookAction?.ReadValue<Vector2>() ?? Vector2.zero;
|
||||||
|
|
||||||
|
_pitch -= lookInput.y * _settings.LookSensitivity * deltaTime;
|
||||||
|
_pitch = Mathf.Clamp(_pitch, _settings.MinPitch, _settings.MaxPitch);
|
||||||
|
|
||||||
|
_yaw += lookInput.x * _settings.LookSensitivity * deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetPosition()
|
||||||
|
{
|
||||||
|
// Relative postion between player and camera
|
||||||
|
Vector3 cameraPosition = Vector3.forward * -_settings.Distance;
|
||||||
|
// Rotate relative position with pitch and yaw
|
||||||
|
cameraPosition = Quaternion.Euler(_pitch, _yaw, 0) * cameraPosition;
|
||||||
|
// Convert relative player position to world position
|
||||||
|
cameraPosition += _playerPosition;
|
||||||
|
|
||||||
|
transform.position = cameraPosition;
|
||||||
|
transform.rotation = Quaternion.LookRotation(_playerPosition - cameraPosition, Vector3.up);
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 GetPlayerPosition()
|
||||||
|
{
|
||||||
|
Vector3 offset = Vector3.up * _settings.VerticalOffset;
|
||||||
|
|
||||||
|
if (!Player.Owner)
|
||||||
|
return Vector3.zero + offset;
|
||||||
|
|
||||||
|
return Player.Owner.transform.position + offset;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/CameraThirdPerson.cs.meta
Normal file
2
Assets/Content/Scripts/CameraThirdPerson.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 87dade2e08a48f94b80dc2d619d20434
|
||||||
18
Assets/Content/Scripts/LerpDemo.cs
Normal file
18
Assets/Content/Scripts/LerpDemo.cs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class LerpDemo : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Transform Target;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
//transform.position = Target.position;
|
||||||
|
transform.position = Vector3.Lerp(transform.position, Target.position, Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/LerpDemo.cs.meta
Normal file
2
Assets/Content/Scripts/LerpDemo.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8c9ccc30f4ecd5e49aea46626f014c45
|
||||||
595
Assets/Content/Scripts/Player.cs
Normal file
595
Assets/Content/Scripts/Player.cs
Normal file
@@ -0,0 +1,595 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
//using Unity.Netcode;
|
||||||
|
//using Unity.Netcode.Components;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Player controller.
|
||||||
|
/// </summary>
|
||||||
|
[RequireComponent(typeof(CharacterController))]
|
||||||
|
public class Player : MonoBehaviour //NetworkBehaviour
|
||||||
|
{
|
||||||
|
public static Player Owner { get; private set; }
|
||||||
|
|
||||||
|
public enum PlayerType
|
||||||
|
{
|
||||||
|
Local,
|
||||||
|
//Network
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum PlayerState
|
||||||
|
{
|
||||||
|
Idle,
|
||||||
|
Moving,
|
||||||
|
Jumping,
|
||||||
|
Falling,
|
||||||
|
Stunned,
|
||||||
|
Eliminated,
|
||||||
|
Loser,
|
||||||
|
Winner,
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class Settings
|
||||||
|
{
|
||||||
|
public PlayerType Type;
|
||||||
|
|
||||||
|
[Header("Movements")]
|
||||||
|
|
||||||
|
[Tooltip("Movement speed in km/h")]
|
||||||
|
public float Speed = 18f;
|
||||||
|
|
||||||
|
[Tooltip("Jump force in m/s")]
|
||||||
|
public float JumpForce = 8f;
|
||||||
|
|
||||||
|
[Tooltip("Player rotation speed towards movement direction")]
|
||||||
|
public float RotationSpeed = 10f;
|
||||||
|
|
||||||
|
[Tooltip("Ground detection tolerance")]
|
||||||
|
public float GroundTolerance = 0.2f;
|
||||||
|
|
||||||
|
[Tooltip("Layers considered as ground")]
|
||||||
|
public LayerMask GroundLayer = 1;
|
||||||
|
|
||||||
|
[Header("Debug")]
|
||||||
|
|
||||||
|
[Tooltip("GUI logs of current state")]
|
||||||
|
public bool StateLogs;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class References
|
||||||
|
{
|
||||||
|
public CharacterController Controller;
|
||||||
|
public InputActionAsset InputActions;
|
||||||
|
//public NetworkTransform NetworkTransform;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class StateContainer
|
||||||
|
{
|
||||||
|
[Tooltip("Current player state")]
|
||||||
|
public PlayerState CurrentState = PlayerState.Idle;
|
||||||
|
|
||||||
|
[Tooltip("Is player paused?")]
|
||||||
|
public bool IsPaused = false;
|
||||||
|
|
||||||
|
[Tooltip("Is player grounded?")]
|
||||||
|
public bool IsGrounded;
|
||||||
|
|
||||||
|
[Tooltip("Is gravity suspended?")]
|
||||||
|
public bool IsGravitySuspended;
|
||||||
|
|
||||||
|
[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")]
|
||||||
|
public Transform GroundTransform;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField] private Settings _settings;
|
||||||
|
[SerializeField] private References _references;
|
||||||
|
[SerializeField] private StateContainer _state;
|
||||||
|
|
||||||
|
public StateContainer State => _state;
|
||||||
|
|
||||||
|
#region Private Fields
|
||||||
|
private bool _jumpInput;
|
||||||
|
private Vector2 _moveInput;
|
||||||
|
|
||||||
|
private InputAction _moveAction;
|
||||||
|
private InputAction _jumpAction;
|
||||||
|
|
||||||
|
private float _groundCheckRadius;
|
||||||
|
private Vector3 _groundCheckOffset;
|
||||||
|
private Vector3 _groundContactPosition;
|
||||||
|
private Quaternion _groundContactRotation;
|
||||||
|
private Collider[] _groundCheckResults = new Collider[1];
|
||||||
|
|
||||||
|
IEnumerator _addExtraForceCoroutine;
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Constants
|
||||||
|
private const float GRAVITY = -20;
|
||||||
|
private const float KMH_TO_MS = 1 / 3.6f;
|
||||||
|
private const float GROUND_STICK_FORCE = -2;
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#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
|
||||||
|
|
||||||
|
#region Unity Debug
|
||||||
|
void OnGUI()
|
||||||
|
{
|
||||||
|
if (_settings.StateLogs)
|
||||||
|
{
|
||||||
|
GUIStyle style = new GUIStyle();
|
||||||
|
style.fontSize = 15;
|
||||||
|
style.normal.textColor = Color.white;
|
||||||
|
style.alignment = TextAnchor.UpperLeft;
|
||||||
|
|
||||||
|
string debug = $"Horizontal Velocity: {_state.HorizontalVelocity.magnitude / KMH_TO_MS:F2} km/h\n";
|
||||||
|
debug += $"X: {_state.HorizontalVelocity.x:F2} Z: {_state.HorizontalVelocity.y:F2}\n";
|
||||||
|
debug += $"Vertical Velocity: {_state.VerticalVelocity / KMH_TO_MS:F2} km/h\n";
|
||||||
|
debug += $"Grounded: {_state.IsGrounded}\n";
|
||||||
|
debug += $"State: {_state.CurrentState}\n";
|
||||||
|
//debug += $"IsOwner: {IsOwner}\n";
|
||||||
|
//debug += $"IsServer: {IsServer}\n";
|
||||||
|
//debug += $"IsClient: {IsClient}";
|
||||||
|
|
||||||
|
GUI.Label(new Rect(10, 10, 400, 200), debug, style);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
if (_settings.Type == PlayerType.Local || IsOwner)
|
||||||
|
{
|
||||||
|
// Draw ground check sphere
|
||||||
|
Gizmos.matrix = transform.localToWorldMatrix;
|
||||||
|
Gizmos.color = _state.IsGrounded ? Color.green : new Color(1, .5f, 0);
|
||||||
|
Gizmos.DrawWireSphere(_groundCheckOffset, _groundCheckRadius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Unity Lifecycle
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
if (_settings.Type == PlayerType.Local)
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
_moveAction?.Disable();
|
||||||
|
_jumpAction?.Disable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (_settings.Type == PlayerType.Local || IsOwner)
|
||||||
|
{
|
||||||
|
float deltaTime = Time.deltaTime;
|
||||||
|
|
||||||
|
GetInputs();
|
||||||
|
CheckGround(deltaTime);
|
||||||
|
SetVelocity(deltaTime);
|
||||||
|
SetMovement(deltaTime);
|
||||||
|
UpdateState();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
// Owner sends state to network
|
||||||
|
if (IsOwner)
|
||||||
|
{
|
||||||
|
//_networkCurrentState.Value = _state.CurrentState;
|
||||||
|
//_networkHorizontalVelocity.Value = _state.HorizontalVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Public Methods
|
||||||
|
/// <summary>
|
||||||
|
/// Add an additionnal force to the player.
|
||||||
|
/// </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>
|
||||||
|
public void Stun(float duration = 0)
|
||||||
|
{
|
||||||
|
if (_state.CurrentState == PlayerState.Eliminated)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_state.CurrentState = PlayerState.Stunned;
|
||||||
|
_state.HorizontalVelocity = Vector2.zero;
|
||||||
|
_state.VerticalVelocity = 0f;
|
||||||
|
|
||||||
|
if (duration > 0)
|
||||||
|
Invoke(nameof(RecoverFromStun), duration);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Recover the player from stun.
|
||||||
|
/// </summary>
|
||||||
|
public void RecoverFromStun()
|
||||||
|
{
|
||||||
|
if (_state.CurrentState == PlayerState.Stunned)
|
||||||
|
_state.CurrentState = PlayerState.Idle;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Eliminates the player from the game.
|
||||||
|
/// </summary>
|
||||||
|
public void Eliminate()
|
||||||
|
{
|
||||||
|
_state.CurrentState = PlayerState.Eliminated;
|
||||||
|
_state.HorizontalVelocity = Vector2.zero;
|
||||||
|
_state.VerticalVelocity = 0f;
|
||||||
|
_references.Controller.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the pause state of the player.
|
||||||
|
/// </summary>
|
||||||
|
public void Pause(bool paused)
|
||||||
|
{
|
||||||
|
_state.IsPaused = paused;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Player Logic
|
||||||
|
private void Init()
|
||||||
|
{
|
||||||
|
if (_settings.Type == PlayerType.Local || IsOwner)
|
||||||
|
{
|
||||||
|
if (Owner == null)
|
||||||
|
{
|
||||||
|
Owner = this;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"Multiple Player instances detected. Destroy: {gameObject.name}");
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
|
||||||
|
_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
|
||||||
|
|
||||||
|
_moveAction?.Enable();
|
||||||
|
_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)
|
||||||
|
{
|
||||||
|
Transform newPlatform = _groundCheckResults[0].transform;
|
||||||
|
|
||||||
|
// If platform changed, initialize last frame values
|
||||||
|
if (newPlatform != _state.GroundTransform)
|
||||||
|
{
|
||||||
|
_state.GroundTransform = newPlatform;
|
||||||
|
_state.GroundVelocity = Vector3.zero;
|
||||||
|
_groundContactPosition = _state.GroundTransform.position;
|
||||||
|
_groundContactRotation = _state.GroundTransform.rotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If player just left the platform
|
||||||
|
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 SetVelocity(float deltaTime)
|
||||||
|
{
|
||||||
|
// Determine movement attenuation based on current state
|
||||||
|
|
||||||
|
float moveAtten;
|
||||||
|
switch (_state.CurrentState)
|
||||||
|
{
|
||||||
|
case PlayerState.Idle:
|
||||||
|
case PlayerState.Moving:
|
||||||
|
moveAtten = 1;
|
||||||
|
break;
|
||||||
|
case PlayerState.Jumping:
|
||||||
|
moveAtten = .8f;
|
||||||
|
break;
|
||||||
|
case PlayerState.Falling:
|
||||||
|
moveAtten = .6f;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
moveAtten = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update horizontal velocity
|
||||||
|
|
||||||
|
Vector2 horizontalVelocity = _state.HorizontalVelocity;
|
||||||
|
|
||||||
|
if (moveAtten > 0 && Camera.main)
|
||||||
|
{
|
||||||
|
Vector2 move = Vector2.zero;
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
// Apply platform movement and rotation
|
||||||
|
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
PlayerState previousState = _state.CurrentState;
|
||||||
|
|
||||||
|
if (_state.CurrentState == PlayerState.Stunned ||
|
||||||
|
_state.CurrentState == PlayerState.Eliminated)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_state.IsGrounded)
|
||||||
|
{
|
||||||
|
_state.CurrentState = _state.VerticalVelocity > 0
|
||||||
|
? PlayerState.Jumping
|
||||||
|
: PlayerState.Falling;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_state.VerticalVelocity <= 0)
|
||||||
|
_state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f
|
||||||
|
? PlayerState.Moving
|
||||||
|
: PlayerState.Idle;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_state.CurrentState != previousState)
|
||||||
|
Debug.Log($"{previousState} → {_state.CurrentState}");
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/Player.cs.meta
Normal file
2
Assets/Content/Scripts/Player.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e2481070b28cbc44e84c75778af5844f
|
||||||
64
Assets/Content/Scripts/PlayerVisual.cs
Normal file
64
Assets/Content/Scripts/PlayerVisual.cs
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerVisual : MonoBehaviour
|
||||||
|
{
|
||||||
|
[System.Serializable]
|
||||||
|
private class References
|
||||||
|
{
|
||||||
|
public Player Player;
|
||||||
|
public Animator Anim;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
private class PlayerAnimationStateMapper
|
||||||
|
{
|
||||||
|
public Player.PlayerState PlayerState;
|
||||||
|
public string AnimatorState;
|
||||||
|
public string BlockingState;
|
||||||
|
public string Trigger;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private References _references;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private PlayerAnimationStateMapper[] _playerAnimationStateMapper;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
UpdateAnimation();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateAnimation()
|
||||||
|
{
|
||||||
|
if (_references.Anim.IsInTransition(0))
|
||||||
|
return;
|
||||||
|
|
||||||
|
AnimatorStateInfo currentState = _references.Anim.GetCurrentAnimatorStateInfo(0);
|
||||||
|
AnimatorStateInfo nextState = _references.Anim.GetNextAnimatorStateInfo(0);
|
||||||
|
|
||||||
|
PlayerAnimationStateMapper currentStateMapper = _playerAnimationStateMapper.FirstOrDefault(m => m.PlayerState == _references.Player.State.CurrentState);
|
||||||
|
|
||||||
|
if (currentStateMapper != null &&
|
||||||
|
!currentState.IsName(currentStateMapper.AnimatorState) &&
|
||||||
|
!nextState.IsName(currentStateMapper.AnimatorState) &&
|
||||||
|
!currentState.IsName(currentStateMapper.BlockingState))
|
||||||
|
{
|
||||||
|
_references.Anim.SetTrigger(currentStateMapper.Trigger);
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (_references.Player.State.CurrentState)
|
||||||
|
{
|
||||||
|
case Player.PlayerState.Idle:
|
||||||
|
case Player.PlayerState.Moving:
|
||||||
|
_references.Anim.SetFloat("move", _references.Player.State.HorizontalVelocity.magnitude);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/PlayerVisual.cs.meta
Normal file
2
Assets/Content/Scripts/PlayerVisual.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 93c4f218e1a930f4f86c5a26eb731a70
|
||||||
234
Assets/Content/Scripts/ProceduralAnimator.cs
Normal file
234
Assets/Content/Scripts/ProceduralAnimator.cs
Normal file
@@ -0,0 +1,234 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Procedural platform animation supporting translation, rotation, and scaling.
|
||||||
|
/// Supports multiple animation types (Constant, PingPong, Loop, Single) with easing.
|
||||||
|
/// </summary>
|
||||||
|
public class ProceduralAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum AnimationSpace
|
||||||
|
{
|
||||||
|
Local,
|
||||||
|
World
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum AnimationType
|
||||||
|
{
|
||||||
|
Constant, // Continuous movement without return
|
||||||
|
PingPong, // Back and forth (A → B → A)
|
||||||
|
Loop, // Loop with teleport (A → B, teleport to A)
|
||||||
|
Single // Play once then stop
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum AnimationBalance
|
||||||
|
{
|
||||||
|
Centered,
|
||||||
|
Forward,
|
||||||
|
Backward
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class Settings
|
||||||
|
{
|
||||||
|
[Tooltip("Animation space")]
|
||||||
|
public AnimationSpace Space = AnimationSpace.Local;
|
||||||
|
|
||||||
|
[Tooltip("Type of animation loop")]
|
||||||
|
public AnimationType Type = AnimationType.PingPong;
|
||||||
|
|
||||||
|
[Tooltip("TCenter of animation")]
|
||||||
|
public AnimationBalance Balance = AnimationBalance.Centered;
|
||||||
|
|
||||||
|
[Tooltip("Custom animation curve")]
|
||||||
|
public AnimationCurve Curve = AnimationCurve.EaseInOut(0, 0, 1, 1);
|
||||||
|
|
||||||
|
[Tooltip("Animation speed multiplier")]
|
||||||
|
public float Duration = 4;
|
||||||
|
|
||||||
|
[Tooltip("Time offset to desynchronize multiple animations")]
|
||||||
|
public float TimeOffset = 0;
|
||||||
|
|
||||||
|
[Tooltip("Translation amount in local space (meters)")]
|
||||||
|
public Vector3 Translation = Vector3.zero;
|
||||||
|
|
||||||
|
[Tooltip("Rotation amount in degrees")]
|
||||||
|
public Vector3 Rotation = Vector3.zero;
|
||||||
|
|
||||||
|
[Tooltip("Scale amount relative to initial scale")]
|
||||||
|
public Vector3 Scale = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class State
|
||||||
|
{
|
||||||
|
[Tooltip("Current animation time")]
|
||||||
|
public float CurrentTime;
|
||||||
|
|
||||||
|
[Tooltip("Is animation finished? (Single only)")]
|
||||||
|
public bool IsFinished;
|
||||||
|
|
||||||
|
[HideInInspector] public Vector3 InitialPosition;
|
||||||
|
[HideInInspector] public Quaternion InitialRotation;
|
||||||
|
[HideInInspector] public Vector3 InitialScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField] private Settings _settings;
|
||||||
|
[SerializeField] private State _state;
|
||||||
|
|
||||||
|
void OnDrawGizmosSelected()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
_state.InitialPosition = transform.localPosition;
|
||||||
|
_state.InitialRotation = transform.localRotation;
|
||||||
|
_state.InitialScale = transform.localScale;
|
||||||
|
_state.CurrentTime = _settings.TimeOffset;
|
||||||
|
_state.IsFinished = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
if (_state.IsFinished)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_state.CurrentTime = Time.timeSinceLevelLoad + _settings.TimeOffset * _settings.Duration;
|
||||||
|
|
||||||
|
float normalizedTime = GetNormalizedTime(_state.CurrentTime);
|
||||||
|
float easedTime = ApplyEasing(normalizedTime);
|
||||||
|
float balanceTime = ApplyBalance(easedTime);
|
||||||
|
|
||||||
|
ApplyTranslation(balanceTime);
|
||||||
|
ApplyRotation(balanceTime);
|
||||||
|
ApplyScale(balanceTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resets animation to initial state.
|
||||||
|
/// </summary>
|
||||||
|
public void ResetAnimation()
|
||||||
|
{
|
||||||
|
_state.CurrentTime = _settings.TimeOffset;
|
||||||
|
_state.IsFinished = false;
|
||||||
|
transform.localPosition = _state.InitialPosition;
|
||||||
|
transform.localRotation = _state.InitialRotation;
|
||||||
|
transform.localScale = _state.InitialScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pauses or resumes animation.
|
||||||
|
/// </summary>
|
||||||
|
public void SetPaused(bool paused)
|
||||||
|
{
|
||||||
|
enabled = !paused;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets normalized time [0,1] based on animation type.
|
||||||
|
/// </summary>
|
||||||
|
private float GetNormalizedTime(float time)
|
||||||
|
{
|
||||||
|
if (_settings.Duration == 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
switch (_settings.Type)
|
||||||
|
{
|
||||||
|
case AnimationType.Constant:
|
||||||
|
return time / _settings.Duration;
|
||||||
|
|
||||||
|
case AnimationType.PingPong:
|
||||||
|
return Mathf.PingPong(time / _settings.Duration, 1);
|
||||||
|
|
||||||
|
case AnimationType.Loop:
|
||||||
|
return Mathf.Repeat(time / _settings.Duration, 1f);
|
||||||
|
|
||||||
|
case AnimationType.Single:
|
||||||
|
if (time >= _settings.Duration)
|
||||||
|
{
|
||||||
|
_state.IsFinished = true;
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
return time / _settings.Duration;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private float ApplyBalance(float time)
|
||||||
|
{
|
||||||
|
switch (_settings.Balance)
|
||||||
|
{
|
||||||
|
case AnimationBalance.Centered:
|
||||||
|
return time - .5f;
|
||||||
|
|
||||||
|
case AnimationBalance.Backward:
|
||||||
|
return -time;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return time;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Applies easing function to normalized time.
|
||||||
|
/// </summary>
|
||||||
|
private float ApplyEasing(float time)
|
||||||
|
{
|
||||||
|
switch (_settings.Type)
|
||||||
|
{
|
||||||
|
default:
|
||||||
|
return _settings.Curve.Evaluate(time); ;
|
||||||
|
|
||||||
|
case AnimationType.Constant:
|
||||||
|
return time;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Applies translation based on eased time.
|
||||||
|
/// </summary>
|
||||||
|
private void ApplyTranslation(float time)
|
||||||
|
{
|
||||||
|
if (_settings.Translation == Vector3.zero)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector3 offset = _settings.Translation * time;
|
||||||
|
if (_settings.Space == AnimationSpace.Local)
|
||||||
|
offset = _state.InitialRotation * offset;
|
||||||
|
|
||||||
|
transform.localPosition = _state.InitialPosition + offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Applies rotation based on eased time.
|
||||||
|
/// </summary>
|
||||||
|
private void ApplyRotation(float time)
|
||||||
|
{
|
||||||
|
if (_settings.Rotation == Vector3.zero)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector3 rotation = _settings.Rotation * time;
|
||||||
|
Quaternion rotationOffset = Quaternion.Euler(rotation);
|
||||||
|
if (_settings.Space == AnimationSpace.Local)
|
||||||
|
rotationOffset = _state.InitialRotation * rotationOffset;
|
||||||
|
else
|
||||||
|
rotationOffset = rotationOffset * _state.InitialRotation;
|
||||||
|
|
||||||
|
transform.localRotation = rotationOffset;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Applies scale based on eased time.
|
||||||
|
/// </summary>
|
||||||
|
private void ApplyScale(float t)
|
||||||
|
{
|
||||||
|
if (_settings.Scale == Vector3.zero)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector3 scale = Vector3.one + _settings.Scale * t;
|
||||||
|
transform.localScale = Vector3.Scale(_state.InitialScale, scale);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Content/Scripts/ProceduralAnimator.cs.meta
Normal file
2
Assets/Content/Scripts/ProceduralAnimator.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c27cc0f256617cc449b20ac4f9157740
|
||||||
8
Assets/Content/Settings.meta
Normal file
8
Assets/Content/Settings.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 709f11a7f3c4041caa4ef136ea32d874
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
986
Assets/Content/Settings/DefaultVolumeProfile.asset
Normal file
986
Assets/Content/Settings/DefaultVolumeProfile.asset
Normal file
@@ -0,0 +1,986 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &-9167874883656233139
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 3
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 5485954d14dfb9a4c8ead8edb0ded5b1, type: 3}
|
||||||
|
m_Name: LiftGammaGain
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
active: 1
|
||||||
|
lift:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: {x: 1, y: 1, z: 1, w: 0}
|
||||||
|
gamma:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: {x: 1, y: 1, z: 1, w: 0}
|
||||||
|
gain:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: {x: 1, y: 1, z: 1, w: 0}
|
||||||
|
--- !u!114 &-8270506406425502121
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 3
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 70afe9e12c7a7ed47911bb608a23a8ff, type: 3}
|
||||||
|
m_Name: SplitToning
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
active: 1
|
||||||
|
shadows:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||||
|
highlights:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||||
|
balance:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
--- !u!114 &-8104416584915340131
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 3
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
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143
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Assets/Content/Settings/Mobile_RPAsset.asset.meta
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Assets/Content/Settings/Mobile_Renderer.asset
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56
Assets/Content/Settings/Mobile_Renderer.asset
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user