dash v2 WIP, prefab corrections, changes for build
This commit is contained in:
@@ -10669,12 +10669,6 @@ MonoBehaviour:
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destinationDialogueID: 3
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isConnector: 0
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priority: 2
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conditionsString:
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userScript:
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onExecute:
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1197
Assets/Prefabs/2= HELPERS Coliders Video Managers.prefab
Normal file
1197
Assets/Prefabs/2= HELPERS Coliders Video Managers.prefab
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: cfbc6a970e156444390379ba06b74bde
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -60733,13 +60733,7 @@ MonoBehaviour:
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m_ignoreTriggers: 1
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healthRecoveryCap: 1
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useAnimationBasedRotation: 0
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strafeRollForwardAnim: Roll_Forward
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strafeRollBackwardAnim: Roll_Backward
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strafeRollLeftAnim: Roll_Left
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strafeRollRightAnim: Roll_Right
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strafeRollLeftCorrectionAngle: -20
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strafeRollRightCorrectionAngle: -10
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strafeRollBackwardCorrectionAngle: 180
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dashBlendTreeState: Dash_Directional
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--- !u!114 &9202663235077955828
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -949,6 +949,28 @@ AnimatorTransition:
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m_Mute: 0
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m_IsExit: 1
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.6394231
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1101 &-7444852651264506119
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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@@ -40885,7 +40907,10 @@ AnimatorStateMachine:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Actions
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m_ChildStates: []
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m_ChildStates:
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- serializedVersion: 1
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m_State: {fileID: 7107860863601028181}
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m_Position: {x: 529.07166, y: -184.21014, z: 0}
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m_ChildStateMachines:
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- serializedVersion: 1
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m_StateMachine: {fileID: 1107386280914322628}
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@@ -44748,7 +44773,7 @@ AnimatorState:
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m_TimeParameterActive: 0
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m_Motion: {fileID: 7400024, guid: c5937c944a220444aa33be3fe1480174, type: 3}
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m_Tag:
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m_SpeedParameter: Direction
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m_SpeedParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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@@ -46808,6 +46833,66 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!206 &4160547945503330080
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BlendTree:
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Childs:
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- serializedVersion: 2
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m_Motion: {fileID: 1827226128182048838, guid: 10c005d4a1cfe8648af9ff7bfc4f7275,
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type: 3}
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m_Threshold: 0
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m_TimeScale: 1
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- serializedVersion: 2
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m_Motion: {fileID: 1827226128182048838, guid: 10c005d4a1cfe8648af9ff7bfc4f7275,
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type: 3}
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m_Threshold: 0.25
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type: 3}
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m_Threshold: 0.5
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m_DirectBlendParameter: InputHorizontal
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- serializedVersion: 2
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m_Motion: {fileID: 1827226128182048838, guid: 91b0987685baf44bb853583ed38ef4ed,
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type: 3}
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m_TimeScale: 1
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m_DirectBlendParameter: InputHorizontal
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- serializedVersion: 2
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m_Motion: {fileID: 1827226128182048838, guid: 1c9f48ddca32d45479d6aeb95df77d7f,
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type: 3}
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m_Threshold: 1
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m_BlendParameterY: InputVertical
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--- !u!114 &4236067981039347910
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MonoBehaviour:
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m_ObjectHideFlags: 1
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@@ -48639,6 +48724,33 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!1102 &7107860863601028181
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AnimatorState:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Dash_Directional
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: -7459024323335296994}
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m_StateMachineBehaviours: []
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m_IKOnFeet: 0
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &7110115907626490810
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AnimatorStateTransition:
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m_ObjectHideFlags: 1
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@@ -12,5 +12,5 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: e7af411c873524f6ba73fa8f5aa07217, type: 3}
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m_Name: Build
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m_EditorClassIdentifier:
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version: 2906
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version:
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path: '/Users/marcin/projects/beYond '
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -23,7 +23,7 @@ MonoBehaviour:
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LoadSceneMode: 0
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- LevelName: Wasteland_Arenas
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LevelNameToDisplay: Wasteland
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DialogueVariableName:
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DialogueVariableName: WastelandTravelUnlocked
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LoadSceneMode: 0
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- LevelName: Ruined_Town
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LevelNameToDisplay: Ruined Town
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@@ -14,36 +14,16 @@ namespace Beyond
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public bool m_ignoreTriggers = true;
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[Header("Beyond Health Logic")]
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// Default cap is 1.0 (100% HP)
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public float healthRecoveryCap = 1f;
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[Header("Beyond's Custom Settings")]
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[Tooltip("When 'Use RootMotion' is checked, and this is true, the animation's root motion will control character rotation (for 8-way directional movement). If false, the script will rotate the character to face the input direction.")]
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public bool useAnimationBasedRotation = false;
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[Header("Beyond's Strafe Combat Settings")]
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[Tooltip("The name of the animation state to play when rolling forward while strafing. (This is now disabled)")]
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public string strafeRollForwardAnim = "Roll_Forward"; // Kept for reference, but won't be used
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[Tooltip("The name of the animation state to play when rolling backward while strafing.")]
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public string strafeRollBackwardAnim = "Roll_Backward";
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[Tooltip("The name of the animation state to play when rolling left while strafing.")]
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public string strafeRollLeftAnim = "Roll_Left";
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[Tooltip("The name of the animation state to play when rolling right while strafing.")]
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public string strafeRollRightAnim = "Roll_Right";
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[Header("Beyond's Dash Settings")]
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public string dashBlendTreeState = "Dash_Directional";
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// --- UPDATED FIELDS FOR FINER CONTROL ---
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[Header("Beyond's Strafe Roll Correction")]
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[Tooltip("An additional angle to apply for a LEFT strafe roll.")]
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[Range(-90f, 90f)]
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public float strafeRollLeftCorrectionAngle = -45f;
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[Tooltip("An additional angle to apply for a RIGHT strafe roll.")]
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[Range(-90f, 90f)]
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public float strafeRollRightCorrectionAngle = 45f;
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[Tooltip("An additional angle to apply for a BACKWARD strafe roll. Use 0 for a standard 180-degree roll.")]
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[Range(-180f, 180f)]
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public float strafeRollBackwardCorrectionAngle = 0f;
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// --- END OF UPDATED FIELDS ---
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// Internal flag to lock animator parameters during dash
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private bool _lockAnimParamsForDash = false;
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public bool GodMode
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{
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@@ -59,10 +39,7 @@ namespace Beyond
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{
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get
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{
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// Calculate the actual HP limit based on the cap
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float limitHP = maxHealth * healthRecoveryCap;
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// Add the check: currentHealth must be LESS than the Limit
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return base.canRecoverHealth && (_currentHealth < limitHP);
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}
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}
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@@ -79,124 +56,86 @@ namespace Beyond
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protected override void RollBehavior()
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{
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if (!isStrafing)
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{
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base.RollBehavior();
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return;
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}
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if (!isRolling)
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{
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return;
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}
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Vector3 deltaPosition = new Vector3(animator.deltaPosition.x, 0f, animator.deltaPosition.z);
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Vector3 v = (deltaPosition / Time.deltaTime) * (1f - stopMoveWeight);
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if (rollUseGravity && animator.GetNormalizedTime(baseLayer) >= rollUseGravityTime)
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{
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v.y = _rigidbody.linearVelocity.y;
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}
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_rigidbody.linearVelocity = v;
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base.RollBehavior();
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}
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public override void Roll()
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{
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if (isStrafing)
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{
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TriggerStrafeRoll(strafeRollForwardAnim, strafeRollBackwardAnim, strafeRollLeftAnim, strafeRollRightAnim);
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}
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else
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{
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OnRoll.Invoke();
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isRolling = true;
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animator.CrossFadeInFixedTime("Roll", rollTransition, baseLayer);
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ReduceStamina(rollStamina, false);
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currentStaminaRecoveryDelay = 2f;
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}
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Dash();
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}
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public virtual void Dash()
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{
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if (isStrafing)
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{
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TriggerStrafeRoll(strafeRollForwardAnim, strafeRollBackwardAnim, strafeRollLeftAnim, strafeRollRightAnim);
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}
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else
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{
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OnRoll.Invoke();
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isRolling = true;
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animator.CrossFadeInFixedTime("Dash", rollTransition, baseLayer);
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ReduceStamina(rollStamina, false);
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currentStaminaRecoveryDelay = 2f;
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}
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}
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// --- FINAL ROBUST METHOD ---
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// This logic now handles all specified cases:
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// 1. Sets a base rotation facing the camera to ensure consistency.
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// 2. Defaults to a backward roll if input is near-zero (fixing the lingering roll issue).
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// 3. Never uses the forward roll; it triggers a backward roll instead.
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// 4. Applies a unique correction angle for backward rolls as well as side rolls.
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private void TriggerStrafeRoll(string forwardAnim, string backwardAnim, string leftAnim, string rightAnim)
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{
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OnRoll.Invoke();
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isRolling = true;
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ReduceStamina(rollStamina, false);
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currentStaminaRecoveryDelay = 2f;
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string animToPlay;
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float correctionAngle = 0f;
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// Determine the base "forward" direction from the camera, ignoring vertical tilt.
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Vector3 baseForward = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
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if (baseForward == Vector3.zero) baseForward = transform.forward; // Fallback
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// Set the character's rotation to this base direction. This provides a clean slate.
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transform.rotation = Quaternion.LookRotation(baseForward);
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// Check if input is negligible (joystick is centered).
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// input.sqrMagnitude is more efficient than input.magnitude. 0.1*0.1=0.01.
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if (input.sqrMagnitude < 0.01f)
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// 1. Handle Stationary (Backwards Dash)
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if (input.sqrMagnitude < 0.05f)
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||||
{
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||||
// If no input, always perform a backward roll.
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||||
animToPlay = backwardAnim;
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||||
correctionAngle = strafeRollBackwardCorrectionAngle;
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||||
ApplyDashParams(0f, -1f);
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||||
}
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||||
else
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||||
{
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||||
// If there IS input, determine the dominant direction.
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||||
if (Mathf.Abs(verticalSpeed) >= Mathf.Abs(horizontalSpeed))
|
||||
// 2. Handle Directional Input (Camera Relative -> Character Relative)
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||||
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||||
// A. Get the Input Direction relative to the Camera
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||||
Vector3 inputDir = Vector3.zero;
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||||
if (Camera.main != null)
|
||||
{
|
||||
// Vertical input is dominant.
|
||||
// ALWAYS use the backward roll, regardless of forward or backward input.
|
||||
animToPlay = backwardAnim;
|
||||
correctionAngle = strafeRollBackwardCorrectionAngle;
|
||||
// Convert joystick input (X,Y) into World Space based on Camera facing
|
||||
Vector3 camFwd = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
|
||||
Vector3 camRight = Vector3.Scale(Camera.main.transform.right, new Vector3(1, 0, 1)).normalized;
|
||||
inputDir = (camFwd * input.y + camRight * input.x).normalized;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Horizontal input is dominant.
|
||||
if (horizontalSpeed > 0)
|
||||
{
|
||||
animToPlay = rightAnim;
|
||||
correctionAngle = strafeRollRightCorrectionAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
animToPlay = leftAnim;
|
||||
correctionAngle = strafeRollLeftCorrectionAngle;
|
||||
}
|
||||
// Fallback if no camera found
|
||||
inputDir = new Vector3(input.x, 0, input.y).normalized;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply the chosen correction angle if it's not zero.
|
||||
if (correctionAngle != 0f)
|
||||
{
|
||||
transform.Rotate(0, correctionAngle, 0);
|
||||
}
|
||||
|
||||
// Play the selected animation.
|
||||
animator.CrossFadeInFixedTime(animToPlay, rollTransition, baseLayer);
|
||||
}
|
||||
// --- END OF FINAL METHOD ---
|
||||
|
||||
// B. Convert that World Direction into the Character's Local Space
|
||||
// This tells us: "Is the input to the Left, Right, or Forward of ME?"
|
||||
Vector3 localDir = transform.InverseTransformDirection(inputDir);
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||||
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||||
// C. Send to Animator
|
||||
ApplyDashParams(localDir.x, localDir.z);
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||||
}
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||||
|
||||
// 3. Play Animation
|
||||
animator.CrossFadeInFixedTime(dashBlendTreeState, rollTransition, baseLayer);
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||||
|
||||
// 4. Lock parameters briefly so Invector doesn't overwrite them immediately
|
||||
StartCoroutine(LockDashParamsRoutine());
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||||
}
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||||
|
||||
// Helper to set params and lock the update loop
|
||||
private void ApplyDashParams(float x, float y)
|
||||
{
|
||||
_lockAnimParamsForDash = true;
|
||||
animator.SetFloat(vAnimatorParameters.InputHorizontal, x);
|
||||
animator.SetFloat(vAnimatorParameters.InputVertical, y);
|
||||
}
|
||||
|
||||
// Release the lock after a short delay (once the blend has firmly started)
|
||||
private IEnumerator LockDashParamsRoutine()
|
||||
{
|
||||
yield return new WaitForSeconds(0.2f); // Adjust this if the blend pops back too soon
|
||||
_lockAnimParamsForDash = false;
|
||||
}
|
||||
|
||||
// --- CRITICAL FIX: Override Invector's Parameter Update ---
|
||||
public override void UpdateAnimatorParameters()
|
||||
{
|
||||
// If we are locking parameters for the dash, DO NOT let the base class overwrite them.
|
||||
if (_lockAnimParamsForDash) return;
|
||||
|
||||
// Otherwise, run standard Invector logic
|
||||
base.UpdateAnimatorParameters();
|
||||
}
|
||||
|
||||
// Standard overrides below...
|
||||
public void OnEvadeStart() { if (!m_GodMode) isImmortal = true; }
|
||||
public void OnEvadeEnd() { if (!m_GodMode) isImmortal = false; }
|
||||
public override void ActionsControl() { base.ActionsControl(); m_isDashing = IsAnimatorTag("IsDashing"); }
|
||||
@@ -286,40 +225,5 @@ namespace Beyond
|
||||
if (isStrafing || !useAnimationBasedRotation) RotateToDirection(dir);
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateAnimatorParameters()
|
||||
{
|
||||
if (disableAnimations) return;
|
||||
animator.SetBool(vAnimatorParameters.IsStrafing, isStrafing);
|
||||
animator.SetBool(vAnimatorParameters.IsSprinting, isSprinting);
|
||||
animator.SetBool(vAnimatorParameters.IsSliding, isSliding && !isRolling);
|
||||
animator.SetBool(vAnimatorParameters.IsCrouching, isCrouching);
|
||||
animator.SetBool(vAnimatorParameters.IsGrounded, isGrounded);
|
||||
animator.SetBool(vAnimatorParameters.IsDead, isDead);
|
||||
animator.SetFloat(vAnimatorParameters.GroundDistance, groundDistance);
|
||||
animator.SetFloat(vAnimatorParameters.GroundAngle, GroundAngleFromDirection());
|
||||
if (!isGrounded) animator.SetFloat(vAnimatorParameters.VerticalVelocity, verticalVelocity);
|
||||
{
|
||||
if (isStrafing)
|
||||
{
|
||||
animator.SetFloat(vAnimatorParameters.InputHorizontal, horizontalSpeed, strafeSpeed.animationSmooth, Time.fixedDeltaTime);
|
||||
animator.SetFloat(vAnimatorParameters.InputVertical, verticalSpeed, strafeSpeed.animationSmooth, Time.fixedDeltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetFloat(vAnimatorParameters.InputVertical, verticalSpeed, freeSpeed.animationSmooth, Time.fixedDeltaTime);
|
||||
animator.SetFloat(vAnimatorParameters.InputHorizontal, useAnimationBasedRotation ? horizontalSpeed : 0, freeSpeed.animationSmooth, Time.fixedDeltaTime);
|
||||
}
|
||||
animator.SetFloat(vAnimatorParameters.InputMagnitude, Mathf.LerpUnclamped(inputMagnitude, 0f, stopMoveWeight), isStrafing ? strafeSpeed.animationSmooth : freeSpeed.animationSmooth, Time.fixedDeltaTime);
|
||||
if (useLeanMovementAnim && inputMagnitude >= 0.1f)
|
||||
{
|
||||
animator.SetFloat(vAnimatorParameters.RotationMagnitude, rotationMagnitude, leanSmooth, Time.fixedDeltaTime);
|
||||
}
|
||||
else if (useTurnOnSpotAnim && inputMagnitude < 0.1f)
|
||||
{
|
||||
animator.SetFloat(vAnimatorParameters.RotationMagnitude, (float)System.Math.Round(rotationMagnitude, 2), rotationMagnitude == 0 ? 0.1f : 0.01f, Time.fixedDeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -56,7 +56,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _Normals:
|
||||
m_Texture: {fileID: 2800000, guid: bde6cb2e213a1a84a9a579bfd2ac765e, type: 3}
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _OcclusionMap:
|
||||
|
||||
@@ -65,7 +65,7 @@ Material:
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _BlendOp: 2
|
||||
- _BlendOp: 0
|
||||
- _BumpScale: 1
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
@@ -79,7 +79,7 @@ Material:
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlend: 5
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
|
||||
@@ -117,6 +117,7 @@ Material:
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 10
|
||||
- _DstBlendAlpha: 10
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
@@ -131,6 +132,7 @@ Material:
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 1
|
||||
- _UVSec: 0
|
||||
- _ZTest: 8
|
||||
|
||||
@@ -117,6 +117,7 @@ Material:
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 10
|
||||
- _DstBlendAlpha: 10
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
@@ -131,6 +132,7 @@ Material:
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 5
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 1
|
||||
- _UVSec: 0
|
||||
- _ZTest: 8
|
||||
|
||||
@@ -118,6 +118,7 @@ Material:
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 10
|
||||
- _DstBlendAlpha: 10
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
@@ -132,6 +133,7 @@ Material:
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 1
|
||||
- _UVSec: 0
|
||||
- _ZTest: 8
|
||||
|
||||
@@ -172,7 +172,7 @@ PlayerSettings:
|
||||
buildNumber:
|
||||
Standalone: 0
|
||||
VisionOS: 0
|
||||
iPhone: 2906
|
||||
iPhone:
|
||||
tvOS: 0
|
||||
overrideDefaultApplicationIdentifier: 1
|
||||
AndroidBundleVersionCode: 1
|
||||
|
||||
Reference in New Issue
Block a user