poprawki materialy unity 6, pajaki, podmiana katalogu FSM w AIControlerze, zmiana w Spider 2.0 Behaviours , skopane zycie bylo, ladowalo pajaka z zyciem 2.
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@@ -136,7 +136,7 @@ namespace Invector
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protected virtual void LateUpdate()
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{
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if (animator == null || character.currentHealth <= 0 || character.isDead || character.ragdolled || !animator.enabled || (!updateIK && animator.updateMode == AnimatorUpdateMode.Fixed)) return;
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if (animator == null || (character!=null && (character.currentHealth <= 0 || character.isDead || character.ragdolled)) || !animator.enabled || (!updateIK && animator.updateMode == AnimatorUpdateMode.Fixed)) return;
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updateIK = false;
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// call pre Update Event
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@@ -162,16 +162,16 @@ namespace Invector
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xAngle = Mathf.Clamp(Mathf.Lerp(xAngle, (x), smooth * Time.deltaTime), limitAngleX.x, limitAngleX.y);
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yAngle = Mathf.Clamp(Mathf.Lerp(yAngle, (y), smooth * Time.deltaTime), limitAngleY.x, limitAngleY.y);
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foreach (Transform segment in spine)
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for (int i = 0; i < spine.Count; i++)
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{
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var segment = spine[i];
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var _y = NormalizeAngle(yAngle + Quaternion.Euler(offsetSpine).eulerAngles.y);
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var _x = NormalizeAngle(xAngle + Quaternion.Euler(offsetSpine).eulerAngles.x);
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var rotX = Quaternion.AngleAxis((_x * spineWeight) / spine.Count, segment.InverseTransformDirection(transform.right));
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var rotY = Quaternion.AngleAxis((_y * spineWeight) / spine.Count, segment.InverseTransformDirection(transform.up));
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segment.rotation *= rotX * rotY;
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}
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}
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var eulerHeadOffset = Quaternion.Euler(offsetHead).eulerAngles.NormalizeAngle();
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@@ -231,14 +231,14 @@ namespace Invector
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{
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if (LookDirectionIsOnRange(currentDir))
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{
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if (character.isStrafing) SmoothValues(strafeHeadWeight, strafeBodyWeight, angle.x, angle.y);
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if (character != null && character.isStrafing) SmoothValues(strafeHeadWeight, strafeBodyWeight, angle.x, angle.y);
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else SmoothValues(freeHeadWeight, freeBodyWeight, angle.x, angle.y);
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}
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else SmoothValues();
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}
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else
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{
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if (character.isStrafing) SmoothValues(strafeHeadWeight, strafeBodyWeight, angle.x, angle.y);
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if (character != null && character.isStrafing) SmoothValues(strafeHeadWeight, strafeBodyWeight, angle.x, angle.y);
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else SmoothValues(freeHeadWeight, freeBodyWeight, angle.x, angle.y);
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}
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@@ -272,10 +272,10 @@ namespace Invector
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protected virtual bool IgnoreHeadTrackFromAnimator()
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{
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if (animatorTags.Exists(tag => IsAnimatorTag(tag)))
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for (int i = 0; i < animatorTags.Count; i++)
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{
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return true;
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}
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if (IsAnimatorTag(animatorTags[i])) return true;
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}
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return false;
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}
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