From cf0e8e0723f09ecb219b6c3b309b5ab8c54a93b7 Mon Sep 17 00:00:00 2001 From: marcin Date: Mon, 19 May 2025 13:54:25 +0200 Subject: [PATCH] fixes in dash and autotargetting after testing on the device --- ...er_Base_Model_AI Variant RootMotion.prefab | 85 +- .../Beasiculus/Bascileus_BaseModel.prefab | 1 + ...nvector@MeleeCombat Player PRO2.controller | 403 ++-- Assets/Prefabs/PlayerWithUI.prefab | 4 +- .../Scenes/Land_01/Land_Of_Death_Demo.unity | 1578 +++++++-------- Assets/Scenes/Marcin/DebugScene.unity | 1700 ++++++++--------- Assets/Scripts/Characters/Player.cs | 2 +- Assets/Scripts/GameState/GameStateManager.cs | 8 +- .../bMeleeAttackControl.cs | 431 ++--- .../FluXY/Resources/Materials/Splat.mat | 4 +- 10 files changed, 2040 insertions(+), 2176 deletions(-) diff --git a/Assets/AI/Spider_Base_Model_AI Variant RootMotion.prefab b/Assets/AI/Spider_Base_Model_AI Variant RootMotion.prefab index 7d6b191a5..5aac57cc4 100644 --- a/Assets/AI/Spider_Base_Model_AI Variant RootMotion.prefab +++ b/Assets/AI/Spider_Base_Model_AI Variant RootMotion.prefab @@ -974,10 +974,6 @@ PrefabInstance: type: 3} insertIndex: -1 addedObject: {fileID: 2376798499169876625} - 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debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!1107 &-8648560938890334150 AnimatorStateMachine: serializedVersion: 6 @@ -444,17 +443,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 100 rotatePlayerTowardsTarget: 1 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &-8482761997087685909 MonoBehaviour: m_ObjectHideFlags: 1 @@ -735,18 +733,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.3 + useAttackTimeScale: 0 + maxTargetDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: 0.33 attackTimeScaleEnd: 0.37 - maxTargetDistance: 3 - maxTurnTowardDistance: 10 - lowHealthTh: 10 - degreeThreshold: 100 rotatePlayerTowardsTarget: 1 - rotationSpeed: 500 + degreeThreshold: 100 + debug: 0 --- !u!1101 &-8051095333111886674 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -1625,17 +1621,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &-6392689329446905468 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1661,17 +1656,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &-6373209660523634493 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1729,17 +1723,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 1 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &-6322121412971540966 MonoBehaviour: m_ObjectHideFlags: 1 @@ -1765,17 +1758,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!1101 &-6289689196406086201 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -2487,18 +2479,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.3 + useAttackTimeScale: 0 + maxTargetDistance: 3 + lowHealthTh: 30 attackTimeScale: 0.1 attackTimeScaleStart: 0.4 attackTimeScaleEnd: 0.5 - maxTargetDistance: 3 - maxTurnTowardDistance: 10 - lowHealthTh: 30 - degreeThreshold: 100 rotatePlayerTowardsTarget: 1 - rotationSpeed: 500 + degreeThreshold: 100 + debug: 0 --- !u!114 &-4859208400828985047 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2734,17 +2724,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - 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debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + maxTargetDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - maxTurnTowardDistance: 6 - lowHealthTh: 10 - degreeThreshold: 15 rotatePlayerTowardsTarget: 1 - rotationSpeed: 5 + degreeThreshold: 15 + debug: 0 --- !u!114 &-670023210091854233 MonoBehaviour: m_ObjectHideFlags: 1 @@ -5833,17 +5818,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &11404640 MonoBehaviour: m_ObjectHideFlags: 1 @@ -5953,17 +5937,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &11424034 MonoBehaviour: m_ObjectHideFlags: 1 @@ -6200,17 +6183,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &11468922 MonoBehaviour: m_ObjectHideFlags: 1 @@ -6236,17 +6218,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &11476414 MonoBehaviour: m_ObjectHideFlags: 1 @@ -6318,17 +6299,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &11483756 MonoBehaviour: m_ObjectHideFlags: 1 @@ -6423,17 +6403,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &11487874 MonoBehaviour: m_ObjectHideFlags: 1 @@ -20789,17 +20768,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114000012058145300 MonoBehaviour: m_ObjectHideFlags: 1 @@ -20983,17 +20961,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114173081088732178 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21052,17 +21029,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114204451307792824 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21107,17 +21083,16 @@ MonoBehaviour: activeRagdoll: 1 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114231790030935560 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21225,17 +21200,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114296478714166974 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21532,17 +21506,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114446205462832556 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21602,17 +21575,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114480230802912944 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21811,17 +21783,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114608773870077618 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21847,17 +21818,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114610283087860218 MonoBehaviour: m_ObjectHideFlags: 1 @@ -21943,17 +21913,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &114633244054452058 MonoBehaviour: m_ObjectHideFlags: 1 @@ -25603,17 +25572,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!1102 &309218042155430426 AnimatorState: serializedVersion: 6 @@ -25700,18 +25668,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.6 + useAttackTimeScale: 0 + maxTargetDistance: 3 + lowHealthTh: 35 attackTimeScale: 0.2 attackTimeScaleStart: 0.28 attackTimeScaleEnd: 0.58 - maxTargetDistance: 3 - maxTurnTowardDistance: 10 - lowHealthTh: 35 - degreeThreshold: 100 rotatePlayerTowardsTarget: 1 - rotationSpeed: 500 + degreeThreshold: 100 + debug: 0 --- !u!1101 &542493047717198179 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -25905,17 +25871,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 1 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 1 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!1109 &896748119524214651 AnimatorTransition: m_ObjectHideFlags: 1 @@ -45008,17 +44973,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.2 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - lowHealthTh: 10 - degreeThreshold: 20 rotatePlayerTowardsTarget: 0 - rotationSpeed: 5 + rotationActivationAngle: 45 + debug: 0 --- !u!114 &3562439251465149028 MonoBehaviour: m_ObjectHideFlags: 1 @@ -46624,18 +46588,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 - debug: 0 - useAttackTimeScale: 0 resetTriggerBeforeTime: 0.5 + useAttackTimeScale: 0 + maxTargetDistance: 3 + lowHealthTh: 10 attackTimeScale: 0.3 attackTimeScaleStart: -1 attackTimeScaleEnd: -1 - maxTargetDistance: 3 - maxTurnTowardDistance: 6 - lowHealthTh: 10 - degreeThreshold: 100 rotatePlayerTowardsTarget: 1 - rotationSpeed: 5 + degreeThreshold: 100 + debug: 0 --- !u!1102 &6206484485940957156 AnimatorState: serializedVersion: 6 @@ -46772,18 +46734,16 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 - 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SetDefaultInputsForRollJump(); + //SetDefaultInputsForRollJump(); } else if (state == State.COMBAT) { - SetRollInputOnJump(); + //SetRollInputOnJump(); m_thirdPersonInput.ChangeCameraState(m_cameraCombatState, true); } } @@ -281,7 +281,7 @@ namespace Beyond m_state = state; m_OnStateChanged?.Invoke(m_state); } - + /* private void SetRollInputOnJump() { m_thirdPersonInput.rollInput = m_jumpInput; @@ -293,7 +293,7 @@ namespace Beyond m_thirdPersonInput.rollInput = m_rollInput; m_thirdPersonInput.jumpInput = m_jumpInput; } - + */ public void OnCombat(vFSMBehaviourController combatController) { if (m_combatControllers.Count == 0) diff --git a/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs b/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs index a376c69ad..1e2e6d18a 100644 --- a/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs +++ b/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs @@ -1,312 +1,287 @@ using System; using System.Collections; using System.Collections.Generic; -using Beyond; -using Invector.vCharacterController.AI; -using Invector.vCharacterController.AI.FSMBehaviour; +using Beyond; // For Player, GameStateManager, TimeController +using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController using UnityEngine; namespace Invector.vMelee { - using vEventSystems; + using vEventSystems; // For vIAttackListener public class bMeleeAttackControl : StateMachineBehaviour { - [Tooltip("normalizedTime of Active Damage")] + [Header("Damage Window")] + [Tooltip("NormalizedTime of Active Damage")] public float startDamage = 0.05f; - - [Tooltip("normalizedTime of Disable Damage")] + [Tooltip("NormalizedTime of Disable Damage")] public float endDamage = 0.9f; + [Header("Attack Properties")] public int damageMultiplier; public int recoilID; public int reactionID; - public vAttackType meleeAttackType = vAttackType.Unarmed; - [Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")] public string damageType; - - [HideInInspector] [Header("This work with vMeleeManager to active vMeleeAttackObject from bodyPart and id")] + [Tooltip("Body parts to activate for damage detection.")] public List bodyParts = new List { "RightLowerArm" }; + [Header("Hit Effects")] public bool ignoreDefense; public bool activeRagdoll; - - [vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")] + [vHideInInspector("activeRagdoll")] + [Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")] public float senselessTime; - [Tooltip("Check true in the last attack of your combo to reset the triggers")] + [Header("Attack Flow")] + [Tooltip("Check true in the last attack of your combo to reset the FSM attack triggers.")] public bool resetAttackTrigger; - - private bool isActive; - public bool debug; - private vIAttackListener mFighter; - private bool isAttacking; - //private bool slowMoActive = false; - public bool useAttackTimeScale = false; + [Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")] public float resetTriggerBeforeTime = 0.5f; - public float attackTimeScale = 0.2f; - public float attackTimeScaleStart = -1f; - public float attackTimeScaleEnd = -1f; - public float maxTargetDistance = 3f; - public float maxTurnTowardDistance = 6f; + + [Header("Slow Motion Settings")] + [Tooltip("Enable slow motion effect during this attack based on conditions below.")] + public bool useAttackTimeScale = false; + [Tooltip("Distance within which the current auto-target must be for slow motion to consider activating. Analogous to slowMoActivationDistance in vMeleeAttackControl.")] + public float maxTargetDistance = 3f; // This will be used as slowMoActivationDistance + [Tooltip("Target health threshold below which slow motion might activate (if near).")] public float lowHealthTh = 10f; - private bool m_hasScaledTime = false; - - - public float degreeThreshold = 20; + [Tooltip("Time scale to apply during slow motion.")] + public float attackTimeScale = 0.2f; + [Tooltip("Normalized time to start the slow motion window. If < 0, uses 'startDamage'.")] + public float attackTimeScaleStart = -1f; + [Tooltip("Normalized time to end the slow motion window. If < 0, uses 'endDamage'.")] + public float attackTimeScaleEnd = -1f; + + [Header("Rotation Settings")] + [Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")] public bool rotatePlayerTowardsTarget; - private bool m_isRotating; - public float rotationSpeed = 30f; + [Tooltip("The angle (in degrees from player's forward) within which the auto-target must be for rotation to engage. Analogous to rotationActivationAngle in vMeleeAttackControl.")] + public float degreeThreshold = 20f; // This will be used as rotationActivationAngle + // rotationSpeed field is now unused, AutoTargetting.playerRotationSpeed will be used. + // maxTurnTowardDistance field is now unused. + + [Header("Debug")] + public bool debug; + + // Private state variables + private bool isActive; // Is damage window active + private vIAttackListener mFighter; + private bool isAttacking; // Is this attack state logic considered "attacking" + private bool m_hasScaledTime; // Has slow motion been activated in this instance of the state + private AutoTargetting _autoTargettingInstance; override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { mFighter = animator.GetComponent(); + + if (Player.Instance != null) + { + _autoTargettingInstance = Player.Instance.AutoTarget; + } + + if (_autoTargettingInstance == null && debug) + { + Debug.LogWarning($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}. Rotation and target-dependent slow-mo will be limited."); + } + isAttacking = true; - //slowMoActive = false; + isActive = false; + m_hasScaledTime = false; + if (mFighter != null) mFighter.OnEnableAttack(); if (debug) - Debug.Log("Enter " + damageType); + Debug.Log($"({damageType}) OnStateEnter: {animator.name}, Layer: {layerIndex}"); - if (attackTimeScaleStart < 0f) - { - attackTimeScaleStart = startDamage; - } - - if (attackTimeScaleEnd < 0f) - { - attackTimeScaleEnd = endDamage; - } - } - - private void LerpRotation() - { - if (!rotatePlayerTowardsTarget) - { - return; - } - - float minDist = maxTurnTowardDistance; - var enemy = GetNearestEnemy(ref minDist); - - if (!IsEnemyInAngleRange(enemy)) - { - return; - } - - Transform playerTransform = Player.Instance.transform; - var toEnemy = enemy.transform.position - playerTransform.position; - toEnemy.y = 0f; - toEnemy.Normalize(); - - Quaternion targetRot = - Quaternion.LookRotation(toEnemy); - - var rotation = playerTransform.rotation; - rotation = Quaternion.RotateTowards(rotation, targetRot, Time.deltaTime * rotationSpeed); - //rotation = Quaternion.Lerp(rotation, targetRot, Time.deltaTime * rotationSpeed); - playerTransform.rotation = rotation; - } - private bool IsEnemyInAngleRange(vFSMBehaviourController ai) - { - if (ai == null) - { - return false; - } - - Vector3 playerFwd = Player.Instance.transform.forward; - Vector3 target = (ai.transform.forward - playerFwd).normalized; - - float dot = Vector3.Dot(playerFwd, target ); - float angle = 180f - Mathf.Acos(dot) * Mathf.Rad2Deg; - //Debug.Log("IsEnemyInAngleRange: angle: "+angle); - - if (angle > degreeThreshold) - { - return false; - } - - return true; - } - - public float NearTargertHealth() - { - float health = -1f; - if (Player.Instance.LockOn.currentTarget != null) - { - var aic = Player.Instance.LockOn.currentTarget.GetComponent(); - if (aic != null) - { - health = aic.currentHealth; - return health; - } - } - - float minDist = Single.PositiveInfinity; - - var ctrl = GetNearestEnemy(ref minDist); - - if (minDist < maxTargetDistance) - { - health = ctrl.aiController.currentHealth; - } - - return health; - } - - private bool NearHealthLow() - { - float h = NearTargertHealth(); - return h > 0f && h < lowHealthTh; - } - - private vFSMBehaviourController GetNearestEnemy(ref float minDist) - { - var controllers = GameStateManager.Instance.GetActiveCombatcontrollers(); - Vector3 playerPos = Player.Instance.transform.position; - vFSMBehaviourController ctrl = null; - foreach (var aic in controllers) - { - var dist2 = aic.transform.position - Player.Instance.transform.position; - dist2.y = 0f; - if (dist2.magnitude < minDist) - { - ctrl = aic; - minDist = dist2.magnitude; - } - } - - return ctrl; - } - - public bool TargetNear() - { - var targets = Player.Instance.LockOn.GetNearbyTargets(); - if (targets.Count == 0) - return false; - else - { - var dist2 = targets[0].position - Player.Instance.transform.position; - dist2.y = 0f; - return dist2.magnitude < maxTargetDistance; - } - } - - private void UpdateSlowMo(float normalizedTime) - { - if (!m_hasScaledTime) - { - if (normalizedTime >= attackTimeScaleStart && normalizedTime <= attackTimeScaleEnd) - { - if (TargetNear() && (useAttackTimeScale || NearHealthLow())) - { - TimeController.Instance.SetTimeScaleForSec(attackTimeScale, attackTimeScaleEnd - normalizedTime, true); - //Time.timeScale = attackTimeScale; - m_hasScaledTime = true; - } - } - } else if (normalizedTime > attackTimeScaleEnd) - { - m_hasScaledTime = false; - } + if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage; + if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage; } override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (Player.Instance.ActiveWeaponTrail) + if (Player.Instance.ActiveWeaponTrail) // Existing weapon trail logic { - Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white +Color.red * damageMultiplier; + Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white + Color.red * damageMultiplier; } - float nTime = stateInfo.normalizedTime % 1; + float currentNormalizedTime = stateInfo.normalizedTime % 1; + if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f; - LerpRotation(); + // --- ROTATION LOGIC --- + AttemptRotationTowardsAutoTarget(animator); - if (nTime >= startDamage && nTime <= endDamage && !isActive) + // --- SLOW MOTION LOGIC --- + if (useAttackTimeScale) { - if (debug) - Debug.Log(animator.name + " attack " + damageType + " enable damage in " + - System.Math.Round(stateInfo.normalizedTime % 1, 2)); + UpdateSlowMotion(animator, stateInfo, currentNormalizedTime); + } + + // --- DAMAGE WINDOW LOGIC --- + if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage) + { + if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})"); isActive = true; ActiveDamage(animator, true); - /* - if (TargetNear() && (useAttackTimeScale || NearHealthLow())) - { - TimeController.Instance.SetTimeScaleForSec(attackTimeScale, endDamage - nTime); - //Time.timeScale = attackTimeScale; - m_hasScaledTime = true; - } - */ } - else if (nTime > endDamage && isActive) + else if (isActive && currentNormalizedTime > endDamage) { - if (debug) - Debug.Log(animator.name + " attack " + damageType + " disable damage in " + - System.Math.Round(stateInfo.normalizedTime % 1, 2)); + if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}"); isActive = false; ActiveDamage(animator, false); - if (m_hasScaledTime) + // Note: Original bMeleeAttackControl reset m_hasScaledTime here. + // vMeleeAttackControl resets it if currentNormalizedTime > attackTimeScaleEnd. + // TimeController handles restoring time, so m_hasScaledTime is more about preventing re-triggering within one state. + // It's reset in UpdateSlowMotion or OnStateExit. + } + + // --- ATTACK STATE AND TRIGGER RESET LOGIC --- + if (isAttacking) + { + if (currentNormalizedTime > endDamage) { - //Time.timeScale = 1f; - m_hasScaledTime = false; + if (mFighter != null) mFighter.OnDisableAttack(); + isAttacking = false; + if (debug) Debug.Log($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}"); + } + // Original bMelee had: "if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)" + // vMelee has: "else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)" + // Adopting vMelee's more standard approach for early reset: + else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime) + { + if (mFighter != null) mFighter.ResetAttackTriggers(); + if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}"); + // To prevent multiple calls, ideally ResetAttackTriggers is idempotent or use a flag. + // For now, matching vMelee's potential for multiple calls if time hovers. } } - - if (nTime > endDamage && isAttacking) - { - isAttacking = false; - if (mFighter != null) - mFighter.OnDisableAttack(); - } - - if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking) - { - if (mFighter != null) - mFighter.ResetAttackTriggers(); - } - - //if (stateInfo.normalizedTime % 1 > allowRotationAt && isAttacking) - //{ - // isAttacking = false; - // if (mFighter != null) - // mFighter.OnDisableAttack(); - //} - UpdateSlowMo(nTime); } override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (debug) - Debug.Log("Exit " + damageType); + if (debug) Debug.Log($"({damageType}) OnStateExit: {animator.name}"); if (isActive) { isActive = false; ActiveDamage(animator, false); + if (debug) Debug.Log($"({damageType}) Damage disabled on StateExit."); } - if (isAttacking) + if (isAttacking && mFighter != null) { - isAttacking = false; - if (mFighter != null) - mFighter.OnDisableAttack(); + mFighter.OnDisableAttack(); + if (debug) Debug.Log($"({damageType}) OnDisableAttack called on StateExit (fallback)."); + } + isAttacking = false; + + m_hasScaledTime = false; // Reset slow motion flag + + if (mFighter != null && resetAttackTrigger) // Final reset if configured + { + mFighter.ResetAttackTriggers(); + if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called on StateExit due to resetAttackTrigger flag."); + } + } + + private void AttemptRotationTowardsAutoTarget(Animator animator) + { + if (!rotatePlayerTowardsTarget || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) + { + return; } - if (mFighter != null && resetAttackTrigger) - mFighter.ResetAttackTriggers(); + // Using bMeleeAttackControl's degreeThreshold as the activation angle + if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold)) + { + // AutoTargetting.playerRotationSpeed will be used internally by this call + _autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime); + } + } - if (debug) Debug.Log(animator.name + " attack " + damageType + " stateExit"); + private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime) + { + // This method is called only if useAttackTimeScale (field) is true. + if (_autoTargettingInstance == null || TimeController.Instance == null) return; + + if (!m_hasScaledTime) + { + if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd) + { + bool triggerSlowMo = false; + if (_autoTargettingInstance.CurrentTarget != null) + { + // Use bMeleeAttackControl's maxTargetDistance as the activation distance + float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude; + bool targetNear = distSqr <= maxTargetDistance * maxTargetDistance; + + if (targetNear) + { + // Mimicking vMeleeAttackControl's effective logic: + // If useAttackTimeScale (field) is true (which it is to get here) and target is near, then trigger. + // The lowHealthTh can act as an additional, prioritized condition if desired, + // but with current structure, `this.useAttackTimeScale` being true makes the second part of OR true. + float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth(); + bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh; + + if (targetHealthLow) // Prioritize if health is low and near + { + triggerSlowMo = true; + } + // else if (this.useAttackTimeScale) // This refers to the field, which is true if we are in this function. + // So if target is Near, this path will be taken if not already low health. + // Simplified: if targetNear, triggerSlowMo = true because this.useAttackTimeScale is already true. + // The following `else if` is essentially `else if (true)` + else + { + triggerSlowMo = true; // General case: near and useAttackTimeScale is on + } + } + } + // else: No current target, so no target-dependent slow motion. + + if (triggerSlowMo) + { + // Use vMeleeAttackControl's duration calculation for SetTimeScaleForSec + float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length; + if (slowMoEffectDuration > 0.01f) // Ensure a meaningful duration + { + // The 'true' for forceUnique in bMelee's original TimeController call. + // Assuming TimeController.Instance.SetTimeScaleForSec now handles this or has an overload. + // If SetTimeScaleForSec(scale, duration, bool forceUnique) exists: + // TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration, true); + // If not, use the existing TimeController method. For now, assuming vMelee's version: + TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration); + if (debug) Debug.Log($"({damageType}) Slow-mo ACTIVATED. Target: {_autoTargettingInstance.CurrentTarget?.name ?? "N/A"}. Duration: {slowMoEffectDuration:F2}s. NormTime: {currentNormalizedTime:F2}"); + } + else if (debug) Debug.Log($"({damageType}) Slow-mo trigger met, but calculated duration too short ({slowMoEffectDuration:F2}s). NormTime: {currentNormalizedTime:F2}"); + + m_hasScaledTime = true; + } + } + } + else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime) // If slow-mo was active and window has passed + { + m_hasScaledTime = false; + if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset."); + // TimeController.Instance is responsible for restoring time scale. + } } void ActiveDamage(Animator animator, bool value) { var meleeManager = animator.GetComponent(); if (meleeManager) + { meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID, ignoreDefense, activeRagdoll, senselessTime, damageType); + } + else if(debug) + { + Debug.LogWarning($"({damageType}) vMeleeManager not found on {animator.name}. Cannot activate/deactivate damage."); + } } } } \ No newline at end of file diff --git a/Assets/ThirdParty/FluXY/Resources/Materials/Splat.mat b/Assets/ThirdParty/FluXY/Resources/Materials/Splat.mat index 3375fde88..fd9bcbb81 100644 --- a/Assets/ThirdParty/FluXY/Resources/Materials/Splat.mat +++ b/Assets/ThirdParty/FluXY/Resources/Materials/Splat.mat @@ -65,11 +65,11 @@ Material: m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - - _BlendOp: 0 + - _BlendOp: 2 - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - - _DstBlend: 1 + - _DstBlend: 10 - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1