From d4d01dfb69839cdc191dffd434a4d95975797379 Mon Sep 17 00:00:00 2001 From: marcin Date: Thu, 24 Jul 2025 17:19:42 +0200 Subject: [PATCH] lot's of fixes, fixed animation retargetting, fixed FSM --- Assets/AI/FSM/FSM_Skeleton 1.1.asset | 226 +- Assets/AI/FSM/FSM_Spider 2.0.asset | 195 +- Assets/AI/GhostDemon.prefab | 2 +- .../Spider Boss/Other/FSM_Spider Boss.asset | 384 ++-- ...ctor@MeleeCombat Spider Boss RM.controller | 1661 ++++++++------ ...SpiderBss@SpiderBoss_Turn_L_180st.FBX.meta | 17 +- .../SpiderBss@SpiderBoss_Walk1.FBX.meta | 17 +- .../Animations/Spider_Boss_BaseModel.FBX.meta | 11 +- .../CrossPlatformInputInitialize.cs | 20 +- .../Bascileus/Bascileus_BaseModel.FBX.meta | 364 ++-- .../Trees/Dried_Trees/DryTree1_2_N.png.meta | 2 +- .../Beasiculus/Bascileus_BaseModel.prefab | 32 +- ...nvector@MeleeCombat Player PRO2.controller | 1580 +++++++++++--- Assets/Prefabs/PlayerWithUI.prefab | 17 +- Assets/Scenes/Fight_Arena/Fight_Arena.unity | 105 +- .../vShooterMelee@CameraState Player.asset | 10 +- .../InvectorDerivatives/bControlAIMelee.cs | 62 + .../bMeleeAttackControl.cs | 178 +- .../InvectorDerivatives/bThirdPersonCamera.cs | 162 +- .../bThirdPersonController.cs | 254 ++- ...niversalRenderPipelineGlobalSettings.asset | 107 + .../Animations/Longsword_Animset_pt4.fbx.meta | 12 +- .../Animations/MovementAnimsetPro.fbx.meta | 1941 ++++++++--------- .../FluXY/Resources/Materials/Splat.mat | 4 +- .../Invector@Bonel_Warrior.controller | 2 +- .../Scripts/AI/vAIMotor.cs | 4 + .../Materials/SmokeDark.mat | 2 +- 27 files changed, 4381 insertions(+), 2990 deletions(-) diff --git a/Assets/AI/FSM/FSM_Skeleton 1.1.asset b/Assets/AI/FSM/FSM_Skeleton 1.1.asset index e7f59fb8f..99b759ba0 100644 --- a/Assets/AI/FSM/FSM_Skeleton 1.1.asset +++ b/Assets/AI/FSM/FSM_Skeleton 1.1.asset @@ -106,11 +106,11 @@ MonoBehaviour: isSelected: 0 nodeRect: serializedVersion: 2 - 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x: 385 - y: 400 + x: 955 + y: 285 width: 0 height: 0 falseRect: serializedVersion: 2 - x: 385 - y: 400 + x: 955 + y: 285 width: 0 height: 0 selectedTrue: 0 @@ -272,14 +272,14 @@ MonoBehaviour: parentState: {fileID: -6144582714324757854} trueRect: serializedVersion: 2 - x: 385 - y: 400 + x: 955 + y: 285 width: 0 height: 0 falseRect: serializedVersion: 2 - x: 385 - y: 400 + x: 955 + y: 285 width: 0 height: 0 selectedTrue: 0 @@ -308,14 +308,14 @@ MonoBehaviour: parentState: {fileID: -6144582714324757854} trueRect: serializedVersion: 2 - x: 385 - y: 400 + x: 955 + y: 285 width: 0 height: 0 falseRect: serializedVersion: 2 - x: 385 - y: 400 + x: 955 + y: 285 width: 0 height: 0 selectedTrue: 0 @@ -407,24 +407,6 @@ MonoBehaviour: height: 10 selectedTrue: 0 selectedFalse: 0 ---- !u!114 &-3295100193612380839 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - 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TurnOnSpot + - LockMovement + - LockRotationToRoot --- !u!1102 &2810309671152551938 AnimatorState: serializedVersion: 6 @@ -33242,7 +33570,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f9058122f6ec699438581f28f117350d, type: 3} m_Name: m_EditorClassIdentifier: - damageTriggerTime: [] + startDamage: 0.05 + endDamage: 0.9 damageMultiplier: 0 recoilID: 0 reactionID: 0 @@ -33254,6 +33583,15 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 0 + resetTriggerBeforeTime: 0.8 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 + attackTimeScale: 0.2 + attackTimeScaleStart: -1 + attackTimeScaleEnd: -1 + rotatePlayerTowardsTarget: 0 + rotationActivationAngle: 45 debug: 0 --- !u!1101 &2982210030995188147 AnimatorStateTransition: @@ -33332,6 +33670,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d23a79fe8deb55a4fb192f4d8b417fea, type: 3} m_Name: m_EditorClassIdentifier: + stateInfos: [] tags: - LockMovement --- !u!206 &3184474784690791455 @@ -33406,6 +33745,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d23a79fe8deb55a4fb192f4d8b417fea, type: 3} m_Name: m_EditorClassIdentifier: + stateInfos: [] tags: - 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audioMixerGroup: {fileID: 0} sounds: - {fileID: 8300000, guid: 08b5a5b778d6952438c6b3bedaa1e6af, type: 3} - triggerTime: [] + triggerTime: 0 --- !u!1101 &8217154703769583483 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -35513,7 +35873,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f9058122f6ec699438581f28f117350d, type: 3} m_Name: m_EditorClassIdentifier: - damageTriggerTime: [] + startDamage: 0.05 + endDamage: 0.9 damageMultiplier: 0 recoilID: 2 reactionID: 1 @@ -35525,6 +35886,15 @@ MonoBehaviour: activeRagdoll: 0 senselessTime: 0 resetAttackTrigger: 1 + resetTriggerBeforeTime: 0.8 + useAttackTimeScale: 0 + slowMoActivationDistance: 3 + lowHealthTh: 10 + attackTimeScale: 0.2 + attackTimeScaleStart: -1 + attackTimeScaleEnd: -1 + rotatePlayerTowardsTarget: 0 + rotationActivationAngle: 45 debug: 0 --- !u!1102 &8298970739735307638 AnimatorState: @@ -35596,9 +35966,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f9058122f6ec699438581f28f117350d, type: 3} m_Name: m_EditorClassIdentifier: - 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m_EventTreshold: 0.5 - - m_ConditionMode: 4 - m_ConditionEvent: TurnOnSpotDir - m_EventTreshold: -130 - - m_ConditionMode: 2 - m_ConditionEvent: IsLying - m_EventTreshold: 0 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: -5640746430233323368} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0.1 - m_TransitionOffset: 0 - m_ExitTime: 0.9 - m_HasExitTime: 0 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 1 --- !u!1101 &8702714520139767443 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -35736,10 +36083,39 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: audioSource: {fileID: 106114, guid: de31086835a769c478a724bed352b694, type: 3} - audioMixerGroup: {fileID: 0} sounds: - {fileID: 8300000, guid: 5bf68d15022c6834183817afb427ac52, type: 3} - triggerTime: [] + triggerTime: 0 +--- !u!1102 &8837064679569415384 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Turn_180_R + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - {fileID: -4527107052977129729} + - {fileID: 1176979944177896967} + m_StateMachineBehaviours: + - {fileID: -8145456617417401822} + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 1 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 1827226128182048838, guid: 3be778a6ac5818a4d845016315d3c968, + type: 3} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: --- !u!1101 &8937924810958194580 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -35830,6 +36206,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 5f3b04f29aa5b134b99e94c78b296dcf, type: 3} m_Name: m_EditorClassIdentifier: + stateInfos: [] debug: 0 tags: - tagName: Dead diff --git a/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Turn_L_180st.FBX.meta b/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Turn_L_180st.FBX.meta index d52cea2c9..e8dcdb707 100644 --- a/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Turn_L_180st.FBX.meta +++ b/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Turn_L_180st.FBX.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 guid: ceba4886f1c28b64aa62e57ddd9293d8 ModelImporter: - serializedVersion: 21100 + serializedVersion: 22200 internalIDToNameTable: - first: 74: 1827226128182048838 @@ -17,9 +17,8 @@ ModelImporter: bakeSimulation: 0 resampleCurves: 1 optimizeGameObjects: 0 + removeConstantScaleCurves: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: @@ -46,14 +45,14 @@ ModelImporter: cycleOffset: 0 loop: 0 hasAdditiveReferencePose: 0 - loopTime: 1 + loopTime: 0 loopBlend: 0 loopBlendOrientation: 0 loopBlendPositionY: 1 loopBlendPositionXZ: 0 - keepOriginalOrientation: 0 + keepOriginalOrientation: 1 keepOriginalPositionY: 1 - keepOriginalPositionXZ: 0 + keepOriginalPositionXZ: 1 heightFromFeet: 0 mirror: 0 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 @@ -71,10 +70,12 @@ ModelImporter: addColliders: 0 useSRGBMaterialColor: 1 sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 + nodeNameCollisionStrategy: 0 fileIdsGeneration: 2 swapUVChannels: 0 generateSecondaryUV: 0 @@ -86,6 +87,7 @@ ModelImporter: skinWeightsMode: 0 maxBonesPerVertex: 4 minBoneWeight: 0.001 + optimizeBones: 1 meshOptimizationFlags: -1 indexFormat: 0 secondaryUVAngleDistortion: 8 @@ -96,6 +98,7 @@ ModelImporter: secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -129,6 +132,8 @@ ModelImporter: humanoidOversampling: 1 avatarSetup: 2 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: diff --git a/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Walk1.FBX.meta b/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Walk1.FBX.meta index 8972eb03a..27e66e440 100644 --- a/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Walk1.FBX.meta +++ b/Assets/Animations/Spider_Boss/SpiderBss@SpiderBoss_Walk1.FBX.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 guid: 4d1aedfc1f85a274cbedb1563f151d4f ModelImporter: - serializedVersion: 21100 + serializedVersion: 22200 internalIDToNameTable: - first: 74: 1827226128182048838 @@ -17,16 +17,15 @@ ModelImporter: bakeSimulation: 0 resampleCurves: 1 optimizeGameObjects: 0 + removeConstantScaleCurves: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: animationDoRetargetingWarnings: 0 importAnimatedCustomProperties: 0 importConstraints: 0 - animationCompression: 3 + animationCompression: 0 animationRotationError: 0.5 animationPositionError: 0.5 animationScaleError: 0.5 @@ -48,12 +47,12 @@ ModelImporter: hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 0 - loopBlendOrientation: 0 + loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 0 keepOriginalOrientation: 0 keepOriginalPositionY: 1 - keepOriginalPositionXZ: 0 + keepOriginalPositionXZ: 1 heightFromFeet: 0 mirror: 0 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 @@ -71,10 +70,12 @@ ModelImporter: addColliders: 0 useSRGBMaterialColor: 1 sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 + nodeNameCollisionStrategy: 0 fileIdsGeneration: 2 swapUVChannels: 0 generateSecondaryUV: 0 @@ -86,6 +87,7 @@ ModelImporter: skinWeightsMode: 0 maxBonesPerVertex: 4 minBoneWeight: 0.001 + optimizeBones: 1 meshOptimizationFlags: -1 indexFormat: 0 secondaryUVAngleDistortion: 8 @@ -96,6 +98,7 @@ ModelImporter: secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -129,6 +132,8 @@ ModelImporter: humanoidOversampling: 1 avatarSetup: 2 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: diff --git a/Assets/Animations/Spider_Boss_BaseModel.FBX.meta b/Assets/Animations/Spider_Boss_BaseModel.FBX.meta index 78fd05b7f..61a3caf7c 100644 --- a/Assets/Animations/Spider_Boss_BaseModel.FBX.meta +++ b/Assets/Animations/Spider_Boss_BaseModel.FBX.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 guid: abf6209d5accfb841915f9037736da90 ModelImporter: - serializedVersion: 21100 + serializedVersion: 22200 internalIDToNameTable: [] externalObjects: {} materials: @@ -14,9 +14,8 @@ ModelImporter: bakeSimulation: 0 resampleCurves: 1 optimizeGameObjects: 0 + removeConstantScaleCurves: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: @@ -39,10 +38,12 @@ ModelImporter: addColliders: 0 useSRGBMaterialColor: 1 sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 + nodeNameCollisionStrategy: 0 fileIdsGeneration: 2 swapUVChannels: 0 generateSecondaryUV: 0 @@ -54,6 +55,7 @@ ModelImporter: skinWeightsMode: 0 maxBonesPerVertex: 4 minBoneWeight: 0.001 + optimizeBones: 1 meshOptimizationFlags: -1 indexFormat: 0 secondaryUVAngleDistortion: 8 @@ -64,6 +66,7 @@ ModelImporter: secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -96,6 +99,8 @@ ModelImporter: humanoidOversampling: 1 avatarSetup: 1 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: diff --git a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs index 54c4a458b..f9a041b07 100644 --- a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs +++ b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs @@ -1,11 +1,13 @@ using System; using System.Collections.Generic; using UnityEditor; +using UnityEditor.Build; +using UnityEditor.Build.Reporting; namespace UnityStandardAssets.CrossPlatformInput.Inspector { [InitializeOnLoad] - public class CrossPlatformInitialize + public class CrossPlatformInitialize : IPreprocessBuildWithReport { // Custom compiler defines: // @@ -13,6 +15,8 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). // MOBILE_INPUT : denotes that mobile input should be used right now! + public int callbackOrder { get { return 0; } } + static CrossPlatformInitialize() { var defines = GetDefinesList(buildTargetGroups[0]); @@ -23,6 +27,14 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector } } + public void OnPreprocessBuild(BuildReport report) + { + if (report.summary.platform == BuildTarget.iOS) + { + SetEnabled("MOBILE_INPUT", true, true); + } + } + [MenuItem("Mobile Input/Enable")] private static void Enable() @@ -32,7 +44,7 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector { case BuildTarget.Android: case BuildTarget.iOS: - case BuildTarget.WSAPlayer: + case BuildTarget.WSAPlayer: EditorUtility.DisplayDialog("Mobile Input", "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", "OK"); @@ -90,7 +102,7 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector { BuildTargetGroup.Android, BuildTargetGroup.iOS, - BuildTargetGroup.WSA + BuildTargetGroup.WSA }; @@ -130,4 +142,4 @@ namespace UnityStandardAssets.CrossPlatformInput.Inspector return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); } } -} +} \ No newline at end of file diff --git a/Assets/Meshes/Characters/Bascileus/Bascileus_BaseModel.FBX.meta b/Assets/Meshes/Characters/Bascileus/Bascileus_BaseModel.FBX.meta index 323856654..feb9eb89e 100644 --- a/Assets/Meshes/Characters/Bascileus/Bascileus_BaseModel.FBX.meta +++ b/Assets/Meshes/Characters/Bascileus/Bascileus_BaseModel.FBX.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 guid: 094550b8b687c004998f0ae99d366658 ModelImporter: - serializedVersion: 21300 + serializedVersion: 22200 internalIDToNameTable: - first: 74: 1827226128182048838 @@ -19,11 +19,6 @@ ModelImporter: optimizeGameObjects: 0 removeConstantScaleCurves: 0 motionNodeName: - rigImportErrors: - rigImportWarnings: "Avatar Rig Configuration mis-match. Bone length in configuration - does not match position in animation file:\n\t'BBascileusLThigh' : position - error = 34.367680 mm\n\t'BBascileusRThigh' : position error = 34.367607 mm\n\t'BBascileusSpine1' - : position error = 20.845112 mm\n" animationImportErrors: animationImportWarnings: animationRetargetingWarnings: @@ -46,6 +41,7 @@ ModelImporter: addColliders: 0 useSRGBMaterialColor: 1 sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 @@ -73,6 +69,7 @@ ModelImporter: secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -544,29 +541,29 @@ ModelImporter: scale: {x: 1, y: 1, z: 1} - name: BBascileusPelvis parentName: Bascileus_BaseModel(Clone) - position: {x: -0.00000682683, y: 1, z: 0} - rotation: {x: 0.5, y: -0.5, z: -0.5, w: 0.5} - scale: {x: 1.0000006, y: 1.0000006, z: 1} + position: {x: -0.00000682683, y: 1.0141145, z: -0.024760326} + rotation: {x: 0.49912703, y: -0.50087154, z: -0.49912694, w: 0.5008715} + scale: {x: 1, y: 1, z: 1} - name: BBascileusLThigh parentName: BBascileusPelvis - position: {x: 0.02, y: 0.053, z: 0.09} - rotation: {x: 0, y: 0.9803935, z: -0.1970499, w: 0} - scale: {x: 1, y: 1.0000004, z: 1.0000005} + position: {x: -0.014909896, y: 0.048745472, z: 0.09665708} + rotation: {x: -0.005864027, y: 0.9999561, z: -0.007321421, w: -0.0000429349} + scale: {x: 1, y: 1, z: 1} - name: BBascileusLCalf parentName: BBascileusLThigh - position: {x: -0.54439044, y: 0.00000047730265, z: -0.000001911073} - rotation: {x: 0.13420965, y: 0.03285647, z: 0.090128765, w: 0.9862987} - scale: {x: 1.0000005, y: 1.0000005, z: 1.0000001} + position: {x: -0.5443754, y: 0.00000029087067, z: -0.0000012969971} + rotation: {x: 0.0022015306, y: 0.005977782, z: 0.07754897, w: 0.9969682} + scale: {x: 1.0000002, y: 1.0000001, z: 0.99999994} - name: BBascileusLFoot parentName: BBascileusLCalf - position: {x: -0.44, y: 0.0000032772064, z: -0.0000017527489} - rotation: {x: -0.2534044, y: -0.2302114, z: -0.6601411, w: 0.6685827} - scale: {x: 1, y: 1, z: 1.0000002} + position: {x: -0.44006374, y: -0.000000007152557, z: 0.000000038146972} + rotation: {x: -0.05669072, y: 0.05669072, z: -0.70483065, w: 0.70483065} + scale: {x: 1.0000005, y: 0.99999964, z: 0.99999994} - name: BBascileusLToe11 parentName: BBascileusLFoot position: {x: -0.16457959, y: -0.0000000047683715, z: 0.000000038146972} - rotation: {x: 0.026016295, y: -0.002744168, z: -0.112552114, w: 0.99330145} - scale: {x: 0.9999999, y: 0.99999976, z: 1.0000001} + rotation: {x: 0.000043475076, y: -0.00038439204, z: -0.11183561, w: 0.9937267} + scale: {x: 1, y: 1, z: 1.0000001} - name: Point_Sztylet parentName: BBascileusLThigh position: {x: -0.25436163, y: 0.11808612, z: -0.086462244} @@ -592,58 +589,58 @@ ModelImporter: - name: BBascileusPelvisBone001 parentName: BBascileusPelvis position: {x: 0.078258134, y: 0.201776, z: -0.000000028813956} - rotation: {x: 0.000000029802322, y: 0.000000029802322, z: -0.9999417, w: 0.010801524} - scale: {x: 0.9999999, y: 0.9999999, z: 1.0000001} + rotation: {x: 1.9565169e-14, y: -2.2312864e-15, z: 0.9999417, w: -0.010801572} + scale: {x: 1, y: 1, z: 1} - name: BBascileusPelvisBone001Bone001 parentName: BBascileusPelvisBone001 position: {x: -0.19667259, y: 0, z: -1.1641532e-12} - rotation: {x: -0, y: -0, z: -0, w: 1} + rotation: {x: -1.3877786e-15, y: 2.1316279e-14, z: 2.9582275e-29, w: 1} scale: {x: 1.0000001, y: 1.0000001, z: 1} - name: BBascileusPelvisBone002 parentName: BBascileusPelvis position: {x: 0.07724678, y: -0.088089414, z: 0.000000016668928} - rotation: {x: -0, y: -0, z: 0.99986595, w: 0.016373873} - scale: {x: 1, y: 1.0000001, z: 1} + rotation: {x: 1.9540942e-14, y: -9.792893e-17, z: 0.99986595, w: 0.016373847} + scale: {x: 1, y: 1, z: 1} - name: BBascileusPelvisBone001Bone001 1 parentName: BBascileusPelvisBone002 position: {x: -0.19667259, y: 0.000000009536743, z: 0} - rotation: {x: -0, y: -0, z: -0, w: 1} + rotation: {x: -9.992006e-16, y: 2.1316282e-14, z: 2.1299244e-29, w: 1} scale: {x: 1, y: 1, z: 1} - name: BBascileusRThigh parentName: BBascileusPelvis - position: {x: 0.02, y: 0.053, z: -0.09} - rotation: {x: -0, y: -0.9803935, z: -0.1970499, w: 0} - scale: {x: 1.0000007, y: 1.0000015, z: 1.0000012} + position: {x: -0.014909821, y: 0.048745472, z: -0.09665707} + rotation: {x: 0.005864027, y: -0.9999561, z: -0.007321421, w: -0.0000429349} + scale: {x: 1, y: 1, z: 1} - name: BBascileusRCalf parentName: BBascileusRThigh - position: {x: -0.544392, y: 0.000000882194, z: 0.00000066310093} - rotation: {x: -0.13538337, y: -0.036798872, z: 0.10529365, w: 0.98449504} - scale: {x: 1.0000007, y: 1.0000005, z: 1} + position: {x: -0.54437536, y: 0.00000016927719, z: 0.00000064849854} + rotation: {x: -0.0021913524, y: -0.00613811, z: 0.07753036, w: 0.9969687} + scale: {x: 1.0000004, y: 1.0000002, z: 0.99999994} - name: BBascileusRFoot parentName: BBascileusRCalf - position: {x: -0.44, y: 0.0000027980993, z: 0.0000017737038} - rotation: {x: 0.2302114, y: 0.2534044, z: -0.6685827, w: 0.6601411} - scale: {x: 1, y: 1.0000001, z: 1.0000002} + position: {x: -0.44006374, y: 0, z: 0} + rotation: {x: 0.056549225, y: -0.056549225, z: -0.704842, w: 0.704842} + scale: {x: 0.9999987, y: 1.0000004, z: 1.0000004} - name: BBascileusRToe11 parentName: BBascileusRFoot position: {x: -0.16457954, y: 0, z: -0.000000019073486} - rotation: {x: 0.011687827, y: -0.0012345236, z: -0.11206609, w: 0.9936313} - scale: {x: 0.9999999, y: 1, z: 1} + rotation: {x: 0.00000238082, y: -0.000023390076, z: -0.11173426, w: 0.9937381} + scale: {x: 0.99999994, y: 0.99999994, z: 1} - name: BBascileusSpine1 parentName: BBascileusPelvis - position: {x: -0.069, y: 0.045, z: 0.003} - rotation: {x: -0.021424636, y: 0.01966755, z: -0.02648209, w: -0.9992262} - scale: {x: 1.0000011, y: 1.000001, z: 1.0000007} + position: {x: -0.05012764, y: 0.034697857, z: -0.00000001559325} + rotation: {x: 6.2479527e-10, y: -0.00000010284603, z: -0.0629928, w: 0.998014} + scale: {x: 1.0000006, y: 1.0000006, z: 1.0000001} - name: BBascileusSpine2 parentName: BBascileusSpine1 position: {x: -0.1697451, y: 0, z: 0} - rotation: {x: -0.0007015018, y: -0.0012503598, z: -0.017800521, w: -0.99984056} - scale: {x: 1.000001, y: 1.000001, z: 1.0000008} + rotation: {x: 0.0000000041436268, y: 0.000000069593526, z: 0.09791623, w: 0.9951947} + scale: {x: 1.0000001, y: 1.0000001, z: 1} - name: BBascileusSpine3 parentName: BBascileusSpine2 position: {x: -0.14894348, y: 0, z: 0} - rotation: {x: -0.000006078763, y: 0.0000013855648, z: 0.06748433, w: 0.9977204} - scale: {x: 1.0000013, y: 1.0000008, z: 1.0000014} + rotation: {x: -0.0000000015239684, y: 0.000000026135792, z: 0.10853309, w: 0.9940929} + scale: {x: 1.0000001, y: 1.0000001, z: 1} - name: BBascileusRibcage parentName: BBascileusSpine3 position: {x: -0.13884567, y: -0.000000038146972, z: 0} @@ -651,339 +648,339 @@ ModelImporter: scale: {x: 0.9999993, y: 0.9999993, z: 0.9999999} - name: BBascileusLCollarbone parentName: BBascileusRibcage - position: {x: 0.019084152, y: 0.08539406, z: 0.03311615} - rotation: {x: -0.016044885, y: 0.7318031, z: 0.19371985, w: 0.65320694} - scale: {x: 0.9999995, y: 1.0000002, z: 1.0000008} + position: {x: 0.019088898, y: 0.08539458, z: 0.033116236} + rotation: {x: 0.00546742, y: 0.67811507, z: 0.22690931, w: 0.69902956} + scale: {x: 1, y: 0.99999994, z: 1} - name: BBascileusLUpperarm parentName: BBascileusLCollarbone - position: {x: -0.16346355, y: 0.0000006929038, z: -0.0000010579816} - 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name: Point_Miecz parentName: BBascileusRibcage position: {x: 0.118653715, y: -0.10815912, z: 0.04382752} @@ -1120,7 +1117,7 @@ ModelImporter: - name: Proporce_low parentName: Bascileus_BaseModel(Clone) position: {x: -0, y: 0.8662132, z: 0.19224125} - rotation: {x: 0.00000008144574, y: -0.0000000015418623, z: -0.018927766, w: 0.9998208} + rotation: {x: 0.00000008146034, y: -0, z: -0, w: 1} scale: {x: 0.92509705, y: 1, z: 1} - name: RAMIONA_low parentName: Bascileus_BaseModel(Clone) @@ -1150,6 +1147,7 @@ ModelImporter: humanoidOversampling: 1 avatarSetup: 1 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 0 remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: diff --git a/Assets/Meshes/Enviroment/Nature/Trees/Dried_Trees/DryTree1_2_N.png.meta b/Assets/Meshes/Enviroment/Nature/Trees/Dried_Trees/DryTree1_2_N.png.meta index f9a20b33d..9d0a30591 100644 --- a/Assets/Meshes/Enviroment/Nature/Trees/Dried_Trees/DryTree1_2_N.png.meta +++ b/Assets/Meshes/Enviroment/Nature/Trees/Dried_Trees/DryTree1_2_N.png.meta @@ -54,7 +54,7 @@ TextureImporter: alphaUsage: 1 alphaIsTransparency: 0 spriteTessellationDetail: -1 - textureType: 0 + textureType: 1 textureShape: 1 singleChannelComponent: 0 flipbookRows: 1 diff --git a/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab b/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab index ef2a41c35..7c131ed28 100644 --- a/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab +++ b/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab @@ -105431,7 +105431,7 @@ MonoBehaviour: m_EditorClassIdentifier: openCloseEvents: 0 openCloseWindow: 1 - selectedToolbar: 8 + selectedToolbar: 7 _isDead: 0 _currentHealth: 200 isImmortal: 0 @@ -105459,6 +105459,18 @@ MonoBehaviour: m_StringArgument: m_BoolArgument: 0 m_CallState: 2 + - m_Target: {fileID: 0} + m_TargetAssemblyTypeName: UnityEngine.ParticleSystem, UnityEngine + m_MethodName: Play + m_Mode: 1 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 _onDead: m_PersistentCalls: m_Calls: [] @@ -105492,11 +105504,11 @@ MonoBehaviour: onActionExit: m_PersistentCalls: m_Calls: [] - maxStamina: 200 + maxStamina: 100 staminaRecovery: 1.2 sprintStamina: 30 jumpStamina: 30 - rollStamina: 25 + rollStamina: 30 OnRoll: m_PersistentCalls: m_Calls: [] @@ -105566,10 +105578,10 @@ MonoBehaviour: fallMinVerticalVelocity: -10 fallDamage: 10 useRollRootMotion: 1 - rollTransition: 0.25 + rollTransition: 0.1 rollControl: 1 - rollSpeed: 0 - rollRotationSpeed: 20 + rollSpeed: 1 + rollRotationSpeed: 0 rollUseGravity: 1 rollUseGravityTime: 0.2 timeToRollAgain: 0.75 @@ -105620,6 +105632,12 @@ MonoBehaviour: matchTarget: {fileID: 0} triggerDieBehaviour: 0 m_ignoreTriggers: 1 + useAnimationBasedRotation: 0 + strafeRollInputThreshold: 0.3 + strafeRollForwardAnim: Roll_Forward + strafeRollBackwardAnim: Roll_Backward + strafeRollLeftAnim: Roll_Left + strafeRollRightAnim: Roll_Right --- !u!114 &9202663235077955828 MonoBehaviour: m_ObjectHideFlags: 0 @@ -105674,7 +105692,7 @@ MonoBehaviour: aimImagePrefab: {fileID: 0} aimImageContainer: {fileID: 0} aimImageSize: {x: 30, y: 30} - hideSprite: 1 + hideSprite: 0 spriteHeight: 0.25 cameraHeightOffset: 0 lockSpeed: 0.5 diff --git a/Assets/Prefabs/Characters/Player/Animator/Invector@MeleeCombat Player PRO2.controller b/Assets/Prefabs/Characters/Player/Animator/Invector@MeleeCombat Player PRO2.controller index e08219f58..fa4d939b4 100644 --- a/Assets/Prefabs/Characters/Player/Animator/Invector@MeleeCombat Player PRO2.controller +++ b/Assets/Prefabs/Characters/Player/Animator/Invector@MeleeCombat Player PRO2.controller @@ -68,6 +68,45 @@ MonoBehaviour: - Attack - LockRotation - LockMovement +--- !u!206 &-9014403292262573863 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: SprintTurnRight + m_Childs: + - serializedVersion: 2 + m_Motion: {fileID: 7400008, guid: 37c6cfe59f56e8a4799011397a870a8b, type: 3} + m_Threshold: 0 + m_Position: {x: 0, y: 0} + m_TimeScale: 1.2 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + - serializedVersion: 2 + m_Motion: {fileID: 7400008, guid: 37c6cfe59f56e8a4799011397a870a8b, type: 3} + m_Threshold: 2 + m_Position: {x: 0, y: 0} + m_TimeScale: 1.2 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + - serializedVersion: 2 + m_Motion: {fileID: 7400008, guid: 37c6cfe59f56e8a4799011397a870a8b, type: 3} + m_Threshold: 3 + m_Position: {x: 0, y: 0} + m_TimeScale: 1.2 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + m_BlendParameter: MoveSet_ID + m_BlendParameterY: Blend + m_MinThreshold: 0 + m_MaxThreshold: 3 + m_UseAutomaticThresholds: 0 + m_NormalizedBlendValues: 0 + m_BlendType: 0 --- !u!114 &-8981897478197176714 MonoBehaviour: m_ObjectHideFlags: 1 @@ -616,45 +655,6 @@ MonoBehaviour: - 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eventName: evadeStart + eventTriggerType: 0 + normalizedTime: 0.22 --- !u!1101 &-3292229788734056105 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -3661,6 +3931,22 @@ BlendTree: m_UseAutomaticThresholds: 1 m_NormalizedBlendValues: 0 m_BlendType: 3 +--- !u!114 &-2946434967622965872 +MonoBehaviour: + m_ObjectHideFlags: 1 + 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: f223dbf5c9c4b5f46a7dbfa1a717fc27, type: 3} + m_Name: + m_EditorClassIdentifier: + eventTriggers: + - eventName: evadeEnd + eventTriggerType: 0 + normalizedTime: 0.78 --- !u!206 &-2915044247069423430 BlendTree: m_ObjectHideFlags: 1 @@ -4044,6 +4330,45 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!206 &-2647063330014108445 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Walk + m_Childs: + - serializedVersion: 2 + m_Motion: {fileID: -6904470419421243737} + m_Threshold: 2 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + m_BlendParameter: MoveSet_ID + m_BlendParameterY: Blend + m_MinThreshold: 2 + m_MaxThreshold: 3 + m_UseAutomaticThresholds: 0 + m_NormalizedBlendValues: 0 + m_BlendType: 0 +--- !u!114 &-2643331232382281310 +MonoBehaviour: + m_ObjectHideFlags: 1 + 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: d23a79fe8deb55a4fb192f4d8b417fea, type: 3} + m_Name: + m_EditorClassIdentifier: + stateInfos: [] + tags: + - IsRolling + - IgnoreIK --- !u!206 &-2581317115762456654 BlendTree: m_ObjectHideFlags: 1 @@ -4103,6 +4428,29 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!206 &-2382170802819547054 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Run + m_Childs: + - 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eventName: evadeStart + eventTriggerType: 0 + normalizedTime: 0.22 +--- !u!206 &-1658071834102011323 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Idle + m_Childs: + - serializedVersion: 2 + m_Motion: {fileID: 1827226128182048838, guid: 531132006e5eab74496ba03b1e0522dc, + type: 3} + m_Threshold: 0 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0.5 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 1 + - serializedVersion: 2 + m_Motion: {fileID: 1827226128182048838, guid: b960ca39823c61146aca51117dae0e2e, + type: 3} + m_Threshold: 2 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + - serializedVersion: 2 + m_Motion: {fileID: 7400010, guid: bd68d75f916fcab4797c60bb57d4c952, type: 3} + m_Threshold: 3 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0.5 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 1 + m_BlendParameter: MoveSet_ID + m_BlendParameterY: Blend + m_MinThreshold: 0 + m_MaxThreshold: 3 + m_UseAutomaticThresholds: 0 + m_NormalizedBlendValues: 0 + m_BlendType: 0 --- !u!1102 &-1652084758722085866 AnimatorState: serializedVersion: 6 @@ -4533,6 +4980,11 @@ MonoBehaviour: senselessTime: 0 resetAttackTrigger: 0 resetTriggerBeforeTime: 0.3 + unlockRotationTime: 0.7 + lerpPositionTowardsTarget: 1 + maxLerpDistance: 3.5 + positionLerpSpeed: 2 + stoppingDistance: 1.2 useAttackTimeScale: 0 maxTargetDistance: 3 lowHealthTh: 10 @@ -4628,6 +5080,45 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!206 &-1187514241228858024 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: RunFwdLoop + m_Childs: + - 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m_NormalizedBlendValues: 0 - m_BlendType: 0 --- !u!1102 &665386389290822477 AnimatorState: serializedVersion: 6 @@ -38838,7 +39350,10 @@ AnimatorStateMachine: m_Position: {x: 260, y: 160, z: 0} - serializedVersion: 1 m_State: {fileID: 1102627958558605604} - m_Position: {x: 260, y: 70, z: 0} + m_Position: {x: 260, y: 50, z: 0} + - serializedVersion: 1 + m_State: {fileID: -371659532050905303} + m_Position: {x: 410, y: -40, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: @@ -40018,7 +40533,7 @@ AnimatorStateMachine: m_Position: {x: 288, y: 108, z: 0} - serializedVersion: 1 m_StateMachine: {fileID: 1107964730024747042} - m_Position: {x: 280, y: -40, z: 0} + m_Position: {x: 190, y: -90, z: 0} - serializedVersion: 1 m_StateMachine: {fileID: 1107352502706023130} m_Position: {x: 290, y: 200, z: 0} @@ -40063,7 +40578,7 @@ AnimatorStateMachine: m_Position: {x: 290, y: 620, z: 0} - serializedVersion: 1 m_StateMachine: {fileID: -2296507216161321683} - m_Position: {x: 280, y: -90, z: 0} + m_Position: {x: 260, y: -150, z: 0} - serializedVersion: 1 m_StateMachine: {fileID: -3961835561095447058} m_Position: {x: 290, y: 690, z: 0} @@ -40073,6 +40588,18 @@ AnimatorStateMachine: - serializedVersion: 1 m_StateMachine: {fileID: -7387247318800265925} m_Position: {x: 580, y: 720, z: 0} + - serializedVersion: 1 + m_StateMachine: {fileID: 8215043986776598065} + m_Position: {x: 480, y: -100, z: 0} + - serializedVersion: 1 + m_StateMachine: {fileID: 6025112054390831749} + m_Position: {x: 690, y: -100, z: 0} + - serializedVersion: 1 + m_StateMachine: {fileID: 4062987976683229986} + m_Position: {x: 900, y: -100, z: 0} + - serializedVersion: 1 + m_StateMachine: {fileID: 7497963896994016776} + m_Position: {x: 1110, y: -100, z: 0} m_AnyStateTransitions: [] m_EntryTransitions: [] m_StateMachineTransitions: @@ -40144,6 +40671,18 @@ AnimatorStateMachine: - first: {fileID: -7387247318800265925} second: - {fileID: -1176817285610284974} + - first: {fileID: 8215043986776598065} + second: + - {fileID: 4767611078702567107} + - first: {fileID: 6025112054390831749} + second: + - {fileID: 2913752405201545841} + - first: {fileID: 4062987976683229986} + second: + - {fileID: 6168765050816771787} + - first: {fileID: 7497963896994016776} + second: + - {fileID: -7316239175151459625} m_StateMachineBehaviours: [] m_AnyStatePosition: {x: 100, y: 850, z: 0} m_EntryPosition: {x: -20, y: 700, z: 0} @@ -43522,6 +44061,45 @@ AnimatorTransition: m_Mute: 0 m_IsExit: 1 serializedVersion: 1 +--- !u!206 &1123250451925274603 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: SprintFwdLoop + m_Childs: + - serializedVersion: 2 + m_Motion: {fileID: 7400038, guid: 6844dcb6a866ab34fa96c67e39eab693, type: 3} + m_Threshold: 0 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + - serializedVersion: 2 + m_Motion: {fileID: 7400038, guid: 6844dcb6a866ab34fa96c67e39eab693, type: 3} + m_Threshold: 2 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + - serializedVersion: 2 + m_Motion: {fileID: 7400038, guid: 6844dcb6a866ab34fa96c67e39eab693, type: 3} + m_Threshold: 3 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + m_BlendParameter: MoveSet_ID + m_BlendParameterY: Blend + m_MinThreshold: 0 + m_MaxThreshold: 3 + m_UseAutomaticThresholds: 0 + m_NormalizedBlendValues: 0 + m_BlendType: 0 --- !u!114 &1148087314252984995 MonoBehaviour: m_ObjectHideFlags: 1 @@ -43576,6 +44154,22 @@ BlendTree: m_UseAutomaticThresholds: 0 m_NormalizedBlendValues: 0 m_BlendType: 0 +--- !u!114 &1220868620104588850 +MonoBehaviour: + m_ObjectHideFlags: 1 + 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: d23a79fe8deb55a4fb192f4d8b417fea, type: 3} + m_Name: + m_EditorClassIdentifier: + stateInfos: [] + tags: + - IsRolling + - IgnoreIK --- !u!114 &1235450092030744408 MonoBehaviour: m_ObjectHideFlags: 1 @@ -43703,6 +44297,22 @@ BlendTree: m_UseAutomaticThresholds: 0 m_NormalizedBlendValues: 0 m_BlendType: 0 +--- !u!114 &1453667791141454474 +MonoBehaviour: + m_ObjectHideFlags: 1 + 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: f223dbf5c9c4b5f46a7dbfa1a717fc27, type: 3} + m_Name: + m_EditorClassIdentifier: + eventTriggers: + - eventName: evadeEnd + eventTriggerType: 0 + normalizedTime: 0.78 --- !u!1101 &1453713550916777548 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -44074,6 +44684,36 @@ AnimatorTransition: m_Mute: 0 m_IsExit: 1 serializedVersion: 1 +--- !u!1102 &1721080786657567099 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Roll_Backward + m_Speed: 1.3 + m_CycleOffset: 0 + m_Transitions: + - {fileID: 3517298857529012034} + m_StateMachineBehaviours: + - {fileID: -2643331232382281310} + - {fileID: -3317812120459577723} + - {fileID: -2946434967622965872} + m_Position: {x: 324, y: -48, z: 0} + m_IKOnFeet: 1 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 7400024, guid: c5937c944a220444aa33be3fe1480174, type: 3} + m_Tag: + m_SpeedParameter: Direction + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: --- !u!206 &1752900947560916541 BlendTree: m_ObjectHideFlags: 1 @@ -44161,6 +44801,28 @@ BlendTree: m_UseAutomaticThresholds: 1 m_NormalizedBlendValues: 0 m_BlendType: 3 +--- !u!1101 &1787493508157987887 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 0} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 1 + serializedVersion: 3 + m_TransitionDuration: 0.3000002 + m_TransitionOffset: 0.6561084 + m_ExitTime: 0.6945056 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!114 &1787529889645784347 MonoBehaviour: m_ObjectHideFlags: 1 @@ -44345,6 +45007,29 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!206 &2090133836577624581 +BlendTree: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Sprint + m_Childs: + - serializedVersion: 2 + m_Motion: {fileID: -5702036161228934167} + m_Threshold: 1 + m_Position: {x: 0, y: 0} + m_TimeScale: 1 + m_CycleOffset: 0 + m_DirectBlendParameter: InputHorizontal + m_Mirror: 0 + m_BlendParameter: MoveSet_ID + m_BlendParameterY: Blend + m_MinThreshold: 1 + m_MaxThreshold: 1 + m_UseAutomaticThresholds: 0 + m_NormalizedBlendValues: 0 + m_BlendType: 0 --- !u!1101 &2098500156429960211 AnimatorStateTransition: m_ObjectHideFlags: 1 @@ -44720,6 +45405,20 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!1109 &2913752405201545841 +AnimatorTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 0} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 1 + serializedVersion: 1 --- !u!1109 &2916257012239064387 AnimatorTransition: m_ObjectHideFlags: 1 @@ -44950,6 +45649,28 @@ MonoBehaviour: - eventName: StopMagicPushEffect eventTriggerType: 0 normalizedTime: 0.86 +--- !u!1101 &3517298857529012034 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 0} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 1 + serializedVersion: 3 + m_TransitionDuration: 0.3000002 + m_TransitionOffset: 0.6561084 + m_ExitTime: 0.6945056 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!114 &3529834855832333734 MonoBehaviour: m_ObjectHideFlags: 1 @@ -45194,6 +45915,36 @@ BlendTree: m_UseAutomaticThresholds: 1 m_NormalizedBlendValues: 0 m_BlendType: 3 +--- !u!1102 &3797770040187082109 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Roll_Right + m_Speed: 1.3 + m_CycleOffset: 0 + m_Transitions: + - 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height: 1.72 + height: 1.7 smooth: 5 smoothDamp: 2 xMouseSensitivity: 4 yMouseSensitivity: 2 - yMinLimit: -45 - yMaxLimit: 45 + yMinLimit: -44.999996 + yMaxLimit: 45.000004 xMinLimit: -360 xMaxLimit: 360 rotationOffSet: {x: 5, y: 0, z: 0} cullingHeight: 2.31 cullingMinDist: 0.01 - fov: 59.5 + fov: 59.85 useZoom: 0 fixedAngle: {x: 0, y: 0} lookPoints: @@ -293,7 +293,7 @@ MonoBehaviour: defaultDistance: 5 maxDistance: 7 minDistance: 5 - height: 2.5 + height: 1.7 smooth: 5 smoothDamp: 1 xMouseSensitivity: 10 diff --git a/Assets/Scripts/InvectorDerivatives/bControlAIMelee.cs b/Assets/Scripts/InvectorDerivatives/bControlAIMelee.cs index 6a818cccf..c13e38739 100644 --- a/Assets/Scripts/InvectorDerivatives/bControlAIMelee.cs +++ b/Assets/Scripts/InvectorDerivatives/bControlAIMelee.cs @@ -9,6 +9,68 @@ namespace Beyond { public class bControlAIMelee : vControlAIMelee { + + protected override void Start() + { + base.Start(); // Call the original start method + + // Be absolutely certain the NavMeshAgent is not controlling rotation + if (navMeshAgent) + { + navMeshAgent.updateRotation = false; + Debug.Log("Forcing NavMeshAgent.updateRotation to FALSE.", this.gameObject); + } + } + /* + /// + /// We override the base Rotate method. If our animation has the special tag, + /// we do nothing and let root motion handle it. Otherwise, we call the + /// original Invector rotation logic. + /// + /// The direction the AI wants to look. + protected override void Rotate(Vector3 targetDirection) + { + //return; + if (IsAnimatorTag("LockRotationToRoot")) + { + // Our special turn animation is playing, so we block + // the AI's attempt to rotate the character manually. + return; + } + // If it's any other animation, let Invector's original code run. + base.Rotate(targetDirection); + } + + /// + /// We must also override the second version of the Rotate method that + /// takes a Quaternion to be thorough. + /// + /// The rotation the AI wants to have. + protected override void Rotate(Quaternion targetRotation) + { + //return; + if (IsAnimatorTag("LockRotationToRoot")) + { + // Block manual rotation during our turn animation. + return; + } + // Otherwise, run the original code. + base.Rotate(targetRotation); + } + // --- YOUR ORIGINAL OnAnimatorMove CAN NOW BE SIMPLIFIED OR REMOVED --- + // Your OnAnimatorMove is no longer strictly necessary because we've stopped + // the conflict at the source. However, leaving it in provides a safety net. + // It's your choice to keep it or remove it. For now, let's keep it. + protected override void OnAnimatorMove() + { + base.OnAnimatorMove(); + + if (useRootMotion && animator != null && Time.deltaTime != 0) + { + transform.rotation = animator.rootRotation; + } + } + */ public void ResetAnimationTags() { if (animatorStateInfos == null) diff --git a/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs b/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs index 1e2e6d18a..1f718c551 100644 --- a/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs +++ b/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs @@ -1,4 +1,6 @@ -using System; +// Paste this code into your existing bMeleeAttackControl.cs file, replacing its content. + +using System; using System.Collections; using System.Collections.Generic; using Beyond; // For Player, GameStateManager, TimeController @@ -39,42 +41,64 @@ namespace Invector.vMelee public bool resetAttackTrigger; [Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")] public float resetTriggerBeforeTime = 0.5f; + + // --- NEW ---: Combo Rotation and Position Lerp Settings + [Header("Combo & Movement")] + [Tooltip("Normalized time to unlock rotation, allowing the player to aim the next attack in a combo. Set to 1 to disable.")] + [Range(0,1)] + public float unlockRotationTime = 0.7f; + + [Tooltip("Enable to make the character move towards the target during the attack.")] + public bool lerpPositionTowardsTarget = false; + + [vHideInInspector("lerpPositionTowardsTarget")] + [Tooltip("Max distance from the target to start moving towards it.")] + public float maxLerpDistance = 3.5f; + + [vHideInInspector("lerpPositionTowardsTarget")] + [Tooltip("How fast the character moves towards the target.")] + public float positionLerpSpeed = 2.0f; + + [vHideInInspector("lerpPositionTowardsTarget")] + [Tooltip("How close the character should get to the target.")] + public float stoppingDistance = 1.2f; + // --- END NEW --- [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 maxTargetDistance = 3f; public float lowHealthTh = 10f; - [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; - [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. + public float degreeThreshold = 20f; [Header("Debug")] public bool debug; // Private state variables - private bool isActive; // Is damage window active + private bool isActive; 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 bool isAttacking; + private bool m_hasScaledTime; private AutoTargetting _autoTargettingInstance; + + // --- NEW ---: Private variables for new features + private bThirdPersonController _characterController; + private bool _isRotationLockedByThis; // Tracks if this specific state has locked rotation + // --- END NEW --- override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { mFighter = animator.GetComponent(); + // --- NEW ---: Get reference to the character controller + _characterController = animator.GetComponent(); + // --- END NEW --- if (Player.Instance != null) { @@ -83,12 +107,21 @@ namespace Invector.vMelee if (_autoTargettingInstance == null && debug) { - Debug.LogWarning($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}. Rotation and target-dependent slow-mo will be limited."); + Debug.LogWarning($"({damageType}) AutoTargetting instance not found on {animator.name}. Rotation and target-dependent features will be limited."); } isAttacking = true; isActive = false; m_hasScaledTime = false; + + // --- NEW ---: Lock character rotation at the beginning of the attack + if (_characterController != null) + { + _characterController.lockRotation = true; + _isRotationLockedByThis = true; + if (debug) Debug.Log($"({damageType}) Rotation locked by state."); + } + // --- END NEW --- if (mFighter != null) mFighter.OnEnableAttack(); @@ -102,24 +135,33 @@ namespace Invector.vMelee override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (Player.Instance.ActiveWeaponTrail) // Existing weapon trail logic + if (Player.Instance.ActiveWeaponTrail) { Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white + Color.red * damageMultiplier; } float currentNormalizedTime = stateInfo.normalizedTime % 1; if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f; + + // --- MODIFIED ---: Rotation and Movement logic is now more sophisticated + // Only execute script-based rotation if the controller's rotation is locked + if (_characterController != null && _characterController.lockRotation) + { + AttemptRotationTowardsAutoTarget(animator); + } + + // Handle position lerping + AttemptPositionLerp(animator); - // --- ROTATION LOGIC --- - AttemptRotationTowardsAutoTarget(animator); + // Handle unlocking rotation for combo aiming + UpdateRotationLock(currentNormalizedTime); + // --- END MODIFIED --- - // --- SLOW MOTION LOGIC --- if (useAttackTimeScale) { UpdateSlowMotion(animator, stateInfo, currentNormalizedTime); } - // --- DAMAGE WINDOW LOGIC --- if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage) { if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})"); @@ -131,13 +173,8 @@ namespace Invector.vMelee if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}"); isActive = false; ActiveDamage(animator, false); - // Note: Original bMeleeAttackControl reset m_hasScaledTime here. - // vMeleeAttackControl resets it if currentNormalizedTime > attackTimeScaleEnd. - // TimeController handles restoring time, so m_hasScaledTime is more about preventing re-triggering within one state. - // It's reset in UpdateSlowMotion or OnStateExit. } - // --- ATTACK STATE AND TRIGGER RESET LOGIC --- if (isAttacking) { if (currentNormalizedTime > endDamage) @@ -146,15 +183,10 @@ namespace Invector.vMelee isAttacking = false; if (debug) Debug.Log($"({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($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}"); - // To prevent multiple calls, ideally ResetAttackTriggers is idempotent or use a flag. - // For now, matching vMelee's potential for multiple calls if time hovers. } } } @@ -177,13 +209,22 @@ namespace Invector.vMelee } isAttacking = false; - m_hasScaledTime = false; // Reset slow motion flag + m_hasScaledTime = false; - if (mFighter != null && resetAttackTrigger) // Final reset if configured + if (mFighter != null && resetAttackTrigger) { mFighter.ResetAttackTriggers(); if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called on StateExit due to resetAttackTrigger flag."); } + + // --- NEW ---: Ensure rotation is unlocked upon exiting the state + if (_characterController != null && _isRotationLockedByThis) + { + _characterController.lockRotation = false; + _isRotationLockedByThis = false; + if (debug) Debug.Log($"({damageType}) Rotation unlocked by state on exit."); + } + // --- END NEW --- } private void AttemptRotationTowardsAutoTarget(Animator animator) @@ -193,19 +234,54 @@ namespace Invector.vMelee return; } - // Using bMeleeAttackControl's degreeThreshold as the activation angle if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold)) { - // AutoTargetting.playerRotationSpeed will be used internally by this call _autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime); } } + // --- NEW --- + private void UpdateRotationLock(float normalizedTime) + { + if (_characterController != null && _isRotationLockedByThis && normalizedTime >= unlockRotationTime) + { + _characterController.lockRotation = false; + _isRotationLockedByThis = false; // Stop this state from managing the lock + if(debug) Debug.Log($"({damageType}) Rotation unlocked for combo aiming at normTime={normalizedTime:F2}"); + } + } + + private void AttemptPositionLerp(Animator animator) + { + if (!lerpPositionTowardsTarget || _characterController == null || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) + { + return; + } + + Transform playerTransform = _characterController.transform; + Transform targetTransform = _autoTargettingInstance.CurrentTarget.transform; + + float distance = Vector3.Distance(playerTransform.position, targetTransform.position); + + // Only lerp if within max distance and further than stopping distance + if (distance <= maxLerpDistance && distance > stoppingDistance) + { + Vector3 directionToTarget = (targetTransform.position - playerTransform.position).normalized; + directionToTarget.y = 0; // Keep movement on the horizontal plane + + // The target position is a point in front of the enemy at the stopping distance + Vector3 targetPosition = targetTransform.position - directionToTarget * stoppingDistance; + + // Use MoveTowards for consistent speed. This adds to root motion rather than fighting it. + playerTransform.position = Vector3.MoveTowards(playerTransform.position, targetPosition, positionLerpSpeed * Time.deltaTime); + } + } + // --- END NEW --- + private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime) { - // This method is called only if useAttackTimeScale (field) is true. + // ... (this method remains unchanged) if (_autoTargettingInstance == null || TimeController.Instance == null) return; - if (!m_hasScaledTime) { if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd) @@ -213,65 +289,45 @@ namespace Invector.vMelee 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 + if (targetHealthLow) { 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 + triggerSlowMo = true; } } } - // 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 + if (slowMoEffectDuration > 0.01f) { - // 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 + else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime) { 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) { + // ... (this method remains unchanged) var meleeManager = animator.GetComponent(); if (meleeManager) { diff --git a/Assets/Scripts/InvectorDerivatives/bThirdPersonCamera.cs b/Assets/Scripts/InvectorDerivatives/bThirdPersonCamera.cs index d8a0ee4d1..4723aa68b 100644 --- a/Assets/Scripts/InvectorDerivatives/bThirdPersonCamera.cs +++ b/Assets/Scripts/InvectorDerivatives/bThirdPersonCamera.cs @@ -1,4 +1,4 @@ -using System; +using Invector; using Invector.vCamera; using UnityEngine; @@ -9,11 +9,9 @@ namespace Beyond private static bThirdPersonCamera _instance; public static new bThirdPersonCamera instance { - get - { - return _instance; - } + get { return _instance; } } + private void Awake() { if (_instance == null) @@ -22,13 +20,11 @@ namespace Beyond } else { - Debug.LogError("bThirdPartyCamera already exists!"); + Debug.LogError("bThirdPersonCamera already exists!"); Destroy(gameObject); } -//#if !MOBILE_INPUT -// Cursor.lockState = CursorLockMode.Locked; -//#endif } + public Vector3 GetCameraTargetPosition(bool useDefaultRotation) { if (currentTarget) @@ -45,5 +41,151 @@ namespace Beyond } } + //********************************************************************************// + // >> CUSTOM CAMERA LOGIC OVERRIDE << // + //********************************************************************************// + // This method overrides the base class's CameraMovement function. // + // The new logic prioritizes pushing the camera towards the player in narrow // + // spaces, and only raises the camera's height as a last resort when it gets // + // too close. This prevents the camera from going over the player's head in // + // tight corridors. // + //********************************************************************************// +/* + protected override void CameraMovement(bool forceUpdate = false) + { + if (currentTarget == null || targetCamera == null || (!firstStateIsInit && !forceUpdate)) + { + base.CameraMovement(forceUpdate); + return; + } + + transformWeight = Mathf.Clamp(transformWeight += Time.fixedDeltaTime, 0f, 1f); + if (useSmooth) + { + currentState.Slerp(lerpState, smoothBetweenState * Time.fixedDeltaTime); + } + else + { + currentState.CopyState(lerpState); + } + + if (currentState.useZoom) + { + currentZoom = Mathf.Clamp(currentZoom, currentState.minDistance, currentState.maxDistance); + distance = useSmooth ? Mathf.Lerp(distance, currentZoom, lerpState.smooth * Time.fixedDeltaTime) : currentZoom; + } + else + { + distance = useSmooth ? Mathf.Lerp(distance, currentState.defaultDistance, lerpState.smooth * Time.fixedDeltaTime) : currentState.defaultDistance; + currentZoom = currentState.defaultDistance; + } + + targetCamera.fieldOfView = currentState.fov; + cullingDistance = Mathf.Lerp(cullingDistance, currentZoom, smoothBetweenState * Time.fixedDeltaTime); + currentSwitchRight = Mathf.Lerp(currentSwitchRight, switchRight, smoothSwitchSide * Time.fixedDeltaTime); + var camDir = (currentState.forward * targetLookAt.forward) + ((currentState.right * currentSwitchRight) * targetLookAt.right); + + camDir = camDir.normalized; + + var targetPos = new Vector3(currentTarget.position.x, currentTarget.position.y, currentTarget.position.z) + currentTarget.transform.up * offSetPlayerPivot; + currentTargetPos = targetPos; + desired_cPos = targetPos + currentTarget.transform.up * currentState.height; + + current_cPos = firstUpdated ? targetPos + currentTarget.transform.up * currentHeight : Vector3.SmoothDamp(current_cPos, targetPos + currentTarget.transform.up * currentHeight, ref cameraVelocityDamp, lerpState.smoothDamp * Time.fixedDeltaTime); + firstUpdated = false; + RaycastHit hitInfo; + + // --- Start of Modified Collision Logic --- + + if (Physics.SphereCast(targetPos, checkHeightRadius, currentTarget.transform.up, out hitInfo, currentState.cullingHeight + 0.2f, cullingLayer)) + { + var t = hitInfo.distance - 0.2f; + t -= currentState.height; + t /= (currentState.cullingHeight - currentState.height); + cullingHeight = Mathf.Lerp(currentState.height, currentState.cullingHeight, Mathf.Clamp(t, 0.0f, 1.0f)); + } + else + { + cullingHeight = useSmooth ? Mathf.Lerp(cullingHeight, currentState.cullingHeight, smoothBetweenState * Time.fixedDeltaTime) : currentState.cullingHeight; + } + + currentHeight = useSmooth ? Mathf.Lerp(currentHeight, currentState.height, smoothBetweenState * Time.fixedDeltaTime) : currentState.height; + var temporary_cPos = targetPos + currentTarget.transform.up * currentHeight; + + ClipPlanePoints clipPoints = targetCamera.NearClipPlanePoints(temporary_cPos + (camDir * distance), clipPlaneMargin); + if (CullingRayCast(temporary_cPos, clipPoints, out hitInfo, distance, cullingLayer, Color.cyan)) + { + distance = Mathf.Clamp(hitInfo.distance - clipPlaneMargin, 0.0f, currentState.defaultDistance); + } + + if (distance < currentState.cullingMinDist) + { + var t = distance / currentState.cullingMinDist; + currentHeight = Mathf.Lerp(cullingHeight, currentState.height, Mathf.Clamp01(t)); + } + + current_cPos = targetPos + currentTarget.transform.up * currentHeight; + clipPoints = targetCamera.NearClipPlanePoints(current_cPos + (camDir * currentState.defaultDistance), clipPlaneMargin); + if (CullingRayCast(current_cPos, clipPoints, out hitInfo, currentState.defaultDistance, cullingLayer, Color.cyan)) + { + distance = Mathf.Clamp(hitInfo.distance - clipPlaneMargin, 0.0f, currentState.defaultDistance); + } + + // --- End of Modified Collision Logic --- + + var lookPoint = current_cPos + targetLookAt.forward * targetCamera.farClipPlane; + lookPoint += (targetLookAt.right * Vector3.Dot(camDir * (distance), targetLookAt.right)); + targetLookAt.position = current_cPos; + + float _mouseY = Mathf.LerpAngle(mouseYStart, mouseY, transformWeight); + float _mouseX = Mathf.LerpAngle(mouseXStart, mouseX, transformWeight); + Quaternion newRot = Quaternion.Euler(_mouseY + offsetMouse.y, _mouseX + offsetMouse.x, 0); + targetLookAt.rotation = useSmooth ? Quaternion.Lerp(targetLookAt.rotation, newRot, smoothCameraRotation * Time.fixedDeltaTime) : newRot; + selfRigidbody.MovePosition(Vector3.Lerp(startPosition, current_cPos + (camDir * (distance)), transformWeight)); + var rotation = Quaternion.LookRotation((lookPoint) - selfRigidbody.position); + + if (lockTarget) + { + CalculeLockOnPoint(); + + if (!(currentState.cameraMode.Equals(TPCameraMode.FixedAngle))) + { + var collider = lockTarget.GetComponent(); + if (collider != null) + { + var point = (collider.bounds.center + Vector3.up * heightOffset) - selfRigidbody.position; + var euler = Quaternion.LookRotation(point).eulerAngles - rotation.eulerAngles; + if (isNewTarget) + { + lookTargetAdjust.x = Mathf.LerpAngle(lookTargetAdjust.x, euler.x, lockTargetWeight); + lookTargetAdjust.y = Mathf.LerpAngle(lookTargetAdjust.y, euler.y, lockTargetWeight); + lookTargetAdjust.z = Mathf.LerpAngle(lookTargetAdjust.z, euler.z, lockTargetWeight); + if (Vector3.Distance(lookTargetAdjust, euler) < .5f) + { + isNewTarget = false; + } + } + else + { + lookTargetAdjust = euler; + } + } + } + } + else + { + lookTargetAdjust.x = Mathf.LerpAngle(lookTargetAdjust.x, 0, currentState.smooth * Time.fixedDeltaTime); + lookTargetAdjust.y = Mathf.LerpAngle(lookTargetAdjust.y, 0, currentState.smooth * Time.fixedDeltaTime); + lookTargetAdjust.z = Mathf.LerpAngle(lookTargetAdjust.z, 0, currentState.smooth * Time.fixedDeltaTime); + } + var _euler = rotation.eulerAngles + lookTargetAdjust; + _euler.z = 0; + var _rot = Quaternion.Euler(_euler + currentState.rotationOffSet); + selfRigidbody.MoveRotation(Quaternion.Lerp(startRotation, _rot, transformWeight)); +movementSpeed = Vector2.zero; + } + */ } -} \ No newline at end of file + +} + diff --git a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs index f3dda2cba..fdb2078d7 100644 --- a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs +++ b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs @@ -9,12 +9,29 @@ namespace Beyond { public class bThirdPersonController : vThirdPersonController { - //public bool triggerDieBehaviour = false; protected bool m_isDashing; protected bool m_GodMode = false; - public bool m_ignoreTriggers = true; + [Header("Beyond's Custom Settings")] + [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.")] + public bool useAnimationBasedRotation = false; + + [Header("Beyond's Strafe Combat Settings")] + [Tooltip("The minimum horizontal input value to trigger a side roll instead of a forward/backward one.")] + [Range(0.1f, 1.0f)] + public float strafeRollInputThreshold = 0.3f; + + [Tooltip("The name of the animation state to play when rolling forward while strafing. (This is now disabled)")] + public string strafeRollForwardAnim = "Roll_Forward"; // Kept for reference, but won't be used + [Tooltip("The name of the animation state to play when rolling backward while strafing.")] + public string strafeRollBackwardAnim = "Roll_Backward"; + [Tooltip("The name of the animation state to play when rolling left while strafing.")] + public string strafeRollLeftAnim = "Roll_Left"; + [Tooltip("The name of the animation state to play when rolling right while strafing.")] + public string strafeRollRightAnim = "Roll_Right"; + + public bool GodMode { get => m_GodMode; @@ -33,92 +50,121 @@ namespace Beyond protected override void Start() { base.Start(); - //var receiver = GetComponent(); - //var ev = new vAnimatorEvent(); - // ev. } - public void OnEvadeStart() + protected override void RollBehavior() { - if (m_GodMode) + // If we are not strafing, use the default Invector roll behavior. + if (!isStrafing) + { + base.RollBehavior(); return; - isImmortal = true; - } + } - public void OnEvadeEnd() - { - if (m_GodMode) + // --- Custom Strafe Roll with Root Motion --- + if (!isRolling) + { return; - isImmortal = false; - } + } - public override void ActionsControl() - { - base.ActionsControl(); - m_isDashing = IsAnimatorTag("IsDashing"); + // We apply the root motion position change directly. + Vector3 deltaPosition = new Vector3(animator.deltaPosition.x, 0f, animator.deltaPosition.z); + Vector3 v = (deltaPosition / Time.deltaTime) * (1f - stopMoveWeight); + + // Apply gravity to the roll if enabled + if (rollUseGravity && animator.GetNormalizedTime(baseLayer) >= rollUseGravityTime) + { + v.y = _rigidbody.linearVelocity.y; + } + + _rigidbody.linearVelocity = v; } public override void Roll() { - OnRoll.Invoke(); - isRolling = true; - - animator.CrossFadeInFixedTime("Roll", rollTransition, baseLayer); - ReduceStamina(rollStamina, false); - currentStaminaRecoveryDelay = 2f; + // If we are strafing, use our custom directional logic. + if (isStrafing) + { + TriggerStrafeRoll(strafeRollForwardAnim, strafeRollBackwardAnim, strafeRollLeftAnim, strafeRollRightAnim); + } + else // Otherwise, use the default free-locomotion roll. + { + OnRoll.Invoke(); + isRolling = true; + animator.CrossFadeInFixedTime("Roll", rollTransition, baseLayer); + ReduceStamina(rollStamina, false); + currentStaminaRecoveryDelay = 2f; + } } public virtual void Dash() + { + // The Dash logic now mirrors the Roll logic. + if (isStrafing) + { + TriggerStrafeRoll(strafeRollForwardAnim, strafeRollBackwardAnim, strafeRollLeftAnim, strafeRollRightAnim); + } + else + { + OnRoll.Invoke(); + isRolling = true; + animator.CrossFadeInFixedTime("Dash", rollTransition, baseLayer); + ReduceStamina(rollStamina, false); + currentStaminaRecoveryDelay = 2f; + } + } + + // This is the private helper method that contains the core logic for this feature. + private void TriggerStrafeRoll(string forwardAnim, string backwardAnim, string leftAnim, string rightAnim) { OnRoll.Invoke(); isRolling = true; - - animator.CrossFadeInFixedTime("Dash", rollTransition, baseLayer); ReduceStamina(rollStamina, false); currentStaminaRecoveryDelay = 2f; + + string animToPlay; + + // Prioritize side rolls based on horizontal input. + if (Mathf.Abs(horizontalSpeed) > strafeRollInputThreshold) + { + animToPlay = horizontalSpeed > 0 ? rightAnim : leftAnim; + } + // If horizontal input is not met, always default to the backward roll. + // This effectively blocks the forward roll. + else + { + animToPlay = backwardAnim; + } + + animator.CrossFadeInFixedTime(animToPlay, rollTransition, baseLayer); } + 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"); } + protected override void DeadAnimation() { - if (!isDead) - { - return; - } - - if (!triggerDieBehaviour) - { - triggerDieBehaviour = true; - DeathBehaviour(); - } - - // death by animation + if (!isDead) return; + if (!triggerDieBehaviour) { triggerDieBehaviour = true; DeathBehaviour(); } if (deathBy == DeathBy.Animation) { int deadLayer = 0; - var info = animatorStateInfos.GetStateInfoUsingTag("Dead"); if (info != null) { - if (!animator.IsInTransition(deadLayer) && info.normalizedTime >= 0.99f && groundDistance <= 0.15f) - { - RemoveComponents(); - } + if (!animator.IsInTransition(deadLayer) && info.normalizedTime >= 0.99f && groundDistance <= 0.15f) RemoveComponents(); } } - // death by animation & ragdoll after a time else if (deathBy == DeathBy.AnimationWithRagdoll) { int deadLayer = 0; var info = animatorStateInfos.GetStateInfoUsingTag("Dead"); if (info != null) { - if (!animator.IsInTransition(deadLayer) && info.normalizedTime >= 0.8f) - { - onActiveRagdoll.Invoke(null); - } + if (!animator.IsInTransition(deadLayer) && info.normalizedTime >= 0.8f) onActiveRagdoll.Invoke(null); } } - // death by ragdoll else if (deathBy == DeathBy.Ragdoll) { onActiveRagdoll.Invoke(null); @@ -132,17 +178,8 @@ namespace Beyond public override void ControlAnimatorRootMotion() { - if (!this.enabled) - { - return; - } - - if (isRolling) - { - RollBehavior(); - return; - } - + if (!this.enabled) return; + if (isRolling) { RollBehavior(); return; } if (customAction || lockAnimMovement) { StopCharacterWithLerp(); @@ -151,65 +188,80 @@ namespace Beyond } else if (IsAnimatorTag("Attack")) { - StopCharacterWithLerp(); + if (lockRotation) StopCharacterWithLerp(); transform.position = animator.rootPosition; } - // commented for test - //else if (inputSmooth.magnitude == 0 && isGrounded && !isSliding) - //{ - // if (!ignoreAnimatorMovement) - // { - // animator.ApplyBuiltinRootMotion(); - // transform.position = animator.rootPosition; - // transform.rotation = animator.rootRotation; - // } - //} - - if (useRootMotion) - { - MoveCharacter(moveDirection); - } + if (useRootMotion) MoveCharacter(moveDirection); } protected override void OnTriggerEnter(Collider other) { - if (!m_ignoreTriggers) - onActionEnter.Invoke(other); + if (!m_ignoreTriggers) onActionEnter.Invoke(other); } - - - /// - /// Call this in OnTriggerEnter or OnTriggerStay to check if enter in triggerActions - /// - /// collider trigger protected override void OnTriggerStay(Collider other) { - try - { - CheckForAutoCrouch(other); - } - catch (UnityException e) - { - Debug.LogWarning(e.Message); - } - if (!m_ignoreTriggers) - base.OnTriggerStay(other); + try { CheckForAutoCrouch(other); } + catch (UnityException e) { Debug.LogWarning(e.Message); } + if (!m_ignoreTriggers) base.OnTriggerStay(other); } - /// - /// Call this in OnTriggerExit to check if exit of triggerActions - /// - /// protected override void OnTriggerExit(Collider other) { AutoCrouchExit(other); - if (!m_ignoreTriggers) - base.OnTriggerExit(other); + if (!m_ignoreTriggers) base.OnTriggerExit(other); } - //animation event handling void DrawWeaponLowLeft() { } + public override void ControlRotationType() + { + if (lockAnimRotation || lockRotation || customAction || isRolling) return; + bool validInput = input != Vector3.zero || (isStrafing ? strafeSpeed.rotateWithCamera : freeSpeed.rotateWithCamera); + if (validInput) + { + if (lockAnimMovement) + { + inputSmooth = Vector3.Lerp(inputSmooth, input, (isStrafing ? strafeSpeed.movementSmooth : freeSpeed.movementSmooth) * Time.deltaTime); + } + Vector3 dir = (isStrafing && isGrounded && (!isSprinting || sprintOnlyFree == false) || (freeSpeed.rotateWithCamera && input == Vector3.zero)) && rotateTarget ? rotateTarget.forward : moveDirection; + 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); + } + } + } } } \ No newline at end of file diff --git a/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset b/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset index 8b3639c34..45b0c846e 100644 --- a/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset +++ b/Assets/Settings/UniversalRenderPipelineGlobalSettings.asset @@ -55,6 +55,10 @@ MonoBehaviour: - 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loopBlendOrientation: 0 + loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 0 - keepOriginalOrientation: 0 + keepOriginalOrientation: 1 keepOriginalPositionY: 1 keepOriginalPositionXZ: 0 heightFromFeet: 0 @@ -3804,10 +3804,10 @@ ModelImporter: hasAdditiveReferencePose: 0 loopTime: 0 loopBlend: 0 - loopBlendOrientation: 0 + loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 0 - keepOriginalOrientation: 0 + keepOriginalOrientation: 1 keepOriginalPositionY: 1 keepOriginalPositionXZ: 0 heightFromFeet: 0 diff --git a/Assets/ThirdParty/ANIMATIONS/MovementAnimsetPro/Animations/MovementAnimsetPro.fbx.meta b/Assets/ThirdParty/ANIMATIONS/MovementAnimsetPro/Animations/MovementAnimsetPro.fbx.meta index 882a8cc8c..7cd92cdf7 100644 --- a/Assets/ThirdParty/ANIMATIONS/MovementAnimsetPro/Animations/MovementAnimsetPro.fbx.meta +++ b/Assets/ThirdParty/ANIMATIONS/MovementAnimsetPro/Animations/MovementAnimsetPro.fbx.meta @@ -5,289 +5,778 @@ labels: - Animation - Male - Character -timeCreated: 1452187724 -licenseType: Store ModelImporter: - serializedVersion: 19 - fileIDToRecycleName: - 100000: DummyMESH - 100002: Head - 100004: Hips - 100006: LeftArm - 100008: LeftArmRoll - 100010: LeftFoot - 100012: LeftForeArm - 100014: LeftForeArmRoll - 100016: LeftHand - 100018: LeftHandIndex1 - 100020: LeftHandIndex2 - 100022: LeftHandIndex3 - 100024: LeftHandIndex4 - 100026: LeftHandMiddle1 - 100028: LeftHandMiddle2 - 100030: LeftHandMiddle3 - 100032: LeftHandMiddle4 - 100034: LeftHandPinky1 - 100036: LeftHandPinky2 - 100038: LeftHandPinky3 - 100040: LeftHandPinky4 - 100042: LeftHandProp - 100044: LeftHandRing1 - 100046: LeftHandRing2 - 100048: LeftHandRing3 - 100050: LeftHandRing4 - 100052: LeftHandThumb1 - 100054: LeftHandThumb2 - 100056: LeftHandThumb3 - 100058: LeftHandThumb4 - 100060: LeftLeg - 100062: LeftLegRoll - 100064: LeftShoulder - 100066: LeftToeBase - 100068: LeftToeBase_END - 100070: LeftUpLeg - 100072: LeftUpLegRoll - 100074: //RootNode - 100076: Neck - 100078: RightArm - 100080: RightArmRoll - 100082: RightFoot - 100084: RightForeArm - 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scale: {x: 0.9999997, y: 0.9999999, z: 1.0000001} - transformModified: 1 - - name: LeftHandIndex4 - position: {x: -0.02470739, y: -0.000000038146972, z: 3.5526994e-17} - rotation: {x: 0.000000015843604, y: 0.000000714126, z: 0.000000045667356, w: 1} - scale: {x: 1, y: 1, z: 1.0000001} - transformModified: 1 - armTwist: 0.5 + serializedVersion: 3 + human: [] + skeleton: [] + armTwist: 0.506 foreArmTwist: 0.5 upperLegTwist: 0.5 legTwist: 0.5 armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 - rootMotionBoneName: Root + globalScale: 0.01 + rootMotionBoneName: hasTranslationDoF: 0 + hasExtraRoot: 1 + skeletonHasParents: 1 lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 animationType: 3 humanoidOversampling: 1 + avatarSetup: 1 + addHumanoidExtraRootOnlyWhenUsingAvatar: 0 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: diff --git a/Assets/ThirdParty/FluXY/Resources/Materials/Splat.mat b/Assets/ThirdParty/FluXY/Resources/Materials/Splat.mat index fd9bcbb81..3375fde88 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: 2 + - _BlendOp: 0 - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - - _DstBlend: 10 + - _DstBlend: 1 - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 diff --git a/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Animator/Invector@Bonel_Warrior.controller b/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Animator/Invector@Bonel_Warrior.controller index 0c6269a10..088d33cd5 100644 --- a/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Animator/Invector@Bonel_Warrior.controller +++ b/Assets/ThirdParty/Invector-3rdPersonController/Melee Combat/Animator/Invector@Bonel_Warrior.controller @@ -32821,7 +32821,7 @@ AnimatorStateMachine: m_Position: {x: 264, y: 156, z: 0} - serializedVersion: 1 m_State: {fileID: 1102627958558605604} - m_Position: {x: 264, y: 72, z: 0} + m_Position: {x: 260, y: 70, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: diff --git a/Assets/ThirdParty/Invector-AIController/Scripts/AI/vAIMotor.cs b/Assets/ThirdParty/Invector-AIController/Scripts/AI/vAIMotor.cs index 3fa2f9439..a981b06fb 100644 --- a/Assets/ThirdParty/Invector-AIController/Scripts/AI/vAIMotor.cs +++ b/Assets/ThirdParty/Invector-AIController/Scripts/AI/vAIMotor.cs @@ -904,6 +904,10 @@ namespace Invector.vCharacterController.AI //_rigidbody.velocity = Vector3.zero; _rigidbody.position = animator.rootPosition; if (lockRotation) + { + _rigidbody.rotation = animator.rootRotation; + } + else { transform.rotation = animator.rootRotation; } diff --git a/Assets/ThirdParty/PARTICLES/EffectExamples/Fire & Explosion Effects/Materials/SmokeDark.mat b/Assets/ThirdParty/PARTICLES/EffectExamples/Fire & Explosion Effects/Materials/SmokeDark.mat index 5f15fea0a..cc617c456 100644 --- a/Assets/ThirdParty/PARTICLES/EffectExamples/Fire & Explosion Effects/Materials/SmokeDark.mat +++ b/Assets/ThirdParty/PARTICLES/EffectExamples/Fire & Explosion Effects/Materials/SmokeDark.mat @@ -130,7 +130,7 @@ Material: - _BaseColor: {r: 1, g: 0.524691, b: 0.07075471, a: 0.48235294} - _BaseColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} - - _Color: {r: 1, g: 0.524691, b: 0.070754685, a: 0.48235294} + - _Color: {r: 1, g: 0.5246909, b: 0.070754685, a: 0.48235294} - _EmisColor: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 0.030037379, g: 0.045851335, b: 0.14150941, a: 1} - _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0}