diff --git a/Assets/AI/Demon/DestroyableTurret.cs b/Assets/AI/Demon/DestroyableTurret.cs
index 949ff2e9f..808c44e72 100644
--- a/Assets/AI/Demon/DestroyableTurret.cs
+++ b/Assets/AI/Demon/DestroyableTurret.cs
@@ -339,13 +339,12 @@ namespace DemonBoss.Magic
Gizmos.DrawWireCube(transform.position + Vector3.up * 2f, Vector3.one * 0.5f);
// HP text in Scene View
-#if UNITY_EDITOR
if (Application.isPlaying)
{
UnityEditor.Handles.Label(transform.position + Vector3.up * 2.5f, $"HP: {currentHealth}/{maxHealth}");
}
-#endif
}
+#endif
public void AddHealth(int value)
{
@@ -362,6 +361,5 @@ namespace DemonBoss.Magic
throw new System.NotImplementedException();
}
-#endif
}
}
\ No newline at end of file
diff --git a/Assets/AI/Demon/FireBall new.prefab b/Assets/AI/Demon/FireBall new.prefab
new file mode 100644
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+++ b/Assets/AI/Demon/FireBall new.prefab
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diff --git a/Assets/AI/Demon/FireBall new.prefab.meta b/Assets/AI/Demon/FireBall new.prefab.meta
new file mode 100644
index 000000000..7eeb7d985
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+++ b/Assets/AI/Demon/FireBall new.prefab.meta
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diff --git a/Assets/AI/Demon/SA_CallMeteor.cs b/Assets/AI/Demon/SA_CallMeteor.cs
index dc397bd07..a363e2cf5 100644
--- a/Assets/AI/Demon/SA_CallMeteor.cs
+++ b/Assets/AI/Demon/SA_CallMeteor.cs
@@ -1,12 +1,13 @@
using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using UnityEngine;
+using UnityEngine.Animations;
+using UnityEngine.Playables;
namespace DemonBoss.Magic
{
///
- /// Spawns a meteor behind the BOSS and launches it toward the player's position
- /// Similar mechanics to FireballProjectile but coming from above
+ /// Spawns a meteor behind the BOSS and launches it toward the player's position.
///
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Call Meteor")]
public class SA_CallMeteor : vStateAction
@@ -31,18 +32,37 @@ namespace DemonBoss.Magic
[Tooltip("Tag used to find the target (usually Player)")]
public string targetTag = "Player";
+ [Header("One-off Overlay Clip (No Animator Params)")]
+ public AnimationClip overlayClip;
+
+ [Tooltip("Playback speed (1 = normal)")] public float overlaySpeed = 1f;
+ [Tooltip("Blend-in seconds (instant in this minimal impl)")] public float overlayFadeIn = 0.10f;
+ [Tooltip("Blend-out seconds (instant in this minimal impl)")] public float overlayFadeOut = 0.10f;
+
[Header("Debug")]
public bool enableDebug = false;
private Transform _boss;
private Transform _target;
+ // --- Playables runtime ---
+ private PlayableGraph _overlayGraph;
+
+ private AnimationPlayableOutput _overlayOutput;
+ private AnimationClipPlayable _overlayPlayable;
+ private bool _overlayPlaying;
+ private float _overlayStopAtTime;
+
public override void DoAction(vIFSMBehaviourController fsm, vFSMComponentExecutionType execType = vFSMComponentExecutionType.OnStateUpdate)
{
if (execType == vFSMComponentExecutionType.OnStateEnter)
{
OnEnter(fsm);
}
+ else if (execType == vFSMComponentExecutionType.OnStateUpdate)
+ {
+ if (_overlayPlaying && Time.time >= _overlayStopAtTime) StopOverlayWithFade();
+ }
}
private void OnEnter(vIFSMBehaviourController fsm)
@@ -58,7 +78,14 @@ namespace DemonBoss.Magic
if (enableDebug) Debug.Log($"[SA_CallMeteor] Boss: {_boss.name}, Target: {_target.name}");
- SpawnMeteor();
+ // Fire overlay clip (no Animator params)
+ PlayOverlayOnce(_boss);
+
+ // Optional: wait for castDelay before spawning (simple timer via Invoke)
+ if (castDelay > 0f)
+ _boss.gameObject.AddComponent().Init(castDelay, SpawnMeteor);
+ else
+ SpawnMeteor();
}
private void SpawnMeteor()
@@ -101,5 +128,78 @@ namespace DemonBoss.Magic
if (enableDebug) Debug.LogError("[SA_CallMeteor] Meteor prefab missing MeteorProjectile component!");
}
}
+
+ private void PlayOverlayOnce(Transform owner)
+ {
+ if (overlayClip == null) return;
+
+ var animator = owner.GetComponent();
+ if (animator == null) return;
+
+ StopOverlayImmediate();
+
+ _overlayGraph = PlayableGraph.Create("ActionOverlay(CallMeteor)");
+ _overlayGraph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
+
+ _overlayPlayable = AnimationClipPlayable.Create(_overlayGraph, overlayClip);
+ _overlayPlayable.SetApplyFootIK(false);
+ _overlayPlayable.SetApplyPlayableIK(false);
+ _overlayPlayable.SetSpeed(Mathf.Max(0.0001f, overlaySpeed));
+
+ _overlayOutput = AnimationPlayableOutput.Create(_overlayGraph, "AnimOut", animator);
+ _overlayOutput.SetSourcePlayable(_overlayPlayable);
+
+ _overlayOutput.SetWeight(1f);
+ _overlayGraph.Play();
+ _overlayPlaying = true;
+
+ float len = overlayClip.length / Mathf.Max(0.0001f, overlaySpeed);
+ _overlayStopAtTime = Time.time + len;
+
+ if (enableDebug) Debug.Log("[SA_CallMeteor] Overlay clip started via Playables");
+ }
+
+ private void StopOverlayImmediate()
+ {
+ if (_overlayGraph.IsValid())
+ {
+ _overlayGraph.Stop();
+ _overlayGraph.Destroy();
+ }
+ _overlayPlaying = false;
+ }
+
+ private void StopOverlayWithFade()
+ {
+ if (!_overlayPlaying) { StopOverlayImmediate(); return; }
+ if (_overlayOutput.IsOutputNull() == false) _overlayOutput.SetWeight(0f);
+ StopOverlayImmediate();
+ if (enableDebug) Debug.Log("[SA_CallMeteor] Overlay clip stopped");
+ }
+
+ ///
+ /// Tiny helper MonoBehaviour to delay a callback without coroutines here.
+ ///
+ private sealed class DelayedInvoker : MonoBehaviour
+ {
+ private float _timeLeft;
+ private System.Action _callback;
+
+ public void Init(float delay, System.Action callback)
+ {
+ _timeLeft = delay;
+ _callback = callback;
+ }
+
+ private void Update()
+ {
+ _timeLeft -= Time.deltaTime;
+ if (_timeLeft <= 0f)
+ {
+ try { _callback?.Invoke(); }
+ finally { Destroy(this); }
+ }
+ }
+ }
}
}
\ No newline at end of file
diff --git a/Assets/AI/Demon/SA_CastShield.cs b/Assets/AI/Demon/SA_CastShield.cs
index ea1789c72..3d96a678a 100644
--- a/Assets/AI/Demon/SA_CastShield.cs
+++ b/Assets/AI/Demon/SA_CastShield.cs
@@ -1,187 +1,376 @@
using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using UnityEngine;
+using UnityEngine.Animations;
+using UnityEngine.Playables;
namespace DemonBoss.Magic
{
///
- /// StateAction for Magic Shield spell - boss casts magical shield for 5 seconds
- /// During casting boss stands still, after completion returns to Combat
+ /// Magic Shield
+ /// Spawns shield FX, holds for 'shieldDuration', then plays End and cleans up.
///
- [CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Cast Shield")]
+ [CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Cast Shield (Start/Keep/End)")]
public class SA_CastShield : vStateAction
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Cast Shield";
- [Header("Shield Configuration")]
+ [Header("Shield Logic")]
[Tooltip("Prefab with magical shield particle effect")]
public GameObject shieldFXPrefab;
- [Tooltip("Shield duration in seconds")]
+ [Tooltip("Shield duration in seconds (time spent in Keep phase before End)")]
public float shieldDuration = 5f;
- [Tooltip("Animator bool parameter name for blocking state")]
+ [Tooltip("Animator bool parameter name for blocking state (optional)")]
public string animatorBlockingBool = "IsBlocking";
+ [Header("Animation Clips (no Animator params)")]
+ [Tooltip("One-shot intro")]
+ public AnimationClip startClip;
+
+ [Tooltip("Looping hold/maintain")]
+ public AnimationClip keepClip;
+
+ [Tooltip("One-shot outro")]
+ public AnimationClip endClip;
+
+ [Header("Playback & Fades")]
+ [Tooltip("Global playback speed for all clips")]
+ public float clipSpeed = 1f;
+
+ [Tooltip("Seconds to crossfade between phases")]
+ public float crossfadeTime = 0.12f;
+
+ [Tooltip("If the state exits early, still play End quickly before full teardown")]
+ public bool playEndOnEarlyExit = true;
+
[Header("Debug")]
- [Tooltip("Enable debug logging")]
- public bool enableDebug = false;
+ public bool debugLogs = false;
- private GameObject spawnedShield;
- private Animator npcAnimator;
- private Transform npcTransform;
- private float shieldStartTime;
- private bool shieldActive = false;
+ // --- Runtime (shield/FX) ---
+ private Transform _npc;
- ///
- /// Main action execution method called by FSM
- ///
- public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
+ private Animator _anim;
+ private GameObject _spawnedShieldFX;
+ private float _shieldStartTime;
+ private bool _shieldActive;
+
+ // --- Playables graph state ---
+ private PlayableGraph _graph;
+
+ private AnimationPlayableOutput _output;
+ private AnimationMixerPlayable _mixer; // 2-way mixer for crossfades
+
+ private AnimationClipPlayable _pStart;
+ private AnimationClipPlayable _pKeep;
+ private AnimationClipPlayable _pEnd;
+
+ private enum Phase
+ { None, Start, Keep, End, Done }
+
+ private Phase _phase = Phase.None;
+
+ // crossfade bookkeeping
+ private int _fromInput = -1; // 0 or 1
+
+ private int _toInput = -1; // 0 or 1
+ private float _fadeT0; // Time.time at fade start
+ private float _fadeDur; // seconds
+ private bool _fading;
+
+ // which clip is bound to each input
+ private AnimationClipPlayable _input0;
+
+ private AnimationClipPlayable _input1;
+
+ // timers for auto-advance
+ private float _phaseScheduledEnd = 0f; // absolute Time.time when Start/End should be done
+
+ public override void DoAction(vIFSMBehaviourController fsm, vFSMComponentExecutionType execType = vFSMComponentExecutionType.OnStateUpdate)
{
- if (executionType == vFSMComponentExecutionType.OnStateEnter)
+ if (execType == vFSMComponentExecutionType.OnStateEnter) OnEnter(fsm);
+ else if (execType == vFSMComponentExecutionType.OnStateUpdate) OnUpdate(fsm);
+ else if (execType == vFSMComponentExecutionType.OnStateExit) OnExit(fsm);
+ }
+
+ // ------------------ FSM Hooks ------------------
+
+ private void OnEnter(vIFSMBehaviourController fsm)
+ {
+ _npc = fsm.transform;
+ _anim = _npc.GetComponent();
+
+ if (_anim != null && !string.IsNullOrEmpty(animatorBlockingBool))
+ _anim.SetBool(animatorBlockingBool, true);
+
+ SpawnShieldFX();
+
+ _shieldStartTime = Time.time;
+ _shieldActive = true;
+
+ BuildGraphIfNeeded();
+
+ if (startClip != null)
{
- OnStateEnter(fsmBehaviour);
+ EnterStart();
}
- else if (executionType == vFSMComponentExecutionType.OnStateUpdate)
+ else if (keepClip != null)
{
- OnStateUpdate(fsmBehaviour);
+ EnterKeep();
}
- else if (executionType == vFSMComponentExecutionType.OnStateExit)
+ else
{
- OnStateExit(fsmBehaviour);
+ if (debugLogs) Debug.Log("[SA_CastShield] No Start/Keep clips; waiting to End.");
+ _phase = Phase.Keep; // logical keep (no anim)
}
}
- ///
- /// Called when entering state - starts shield casting
- ///
- private void OnStateEnter(vIFSMBehaviourController fsmBehaviour)
+ private void OnUpdate(vIFSMBehaviourController fsm)
{
- if (enableDebug) Debug.Log("[SA_CastShield] Entering shield casting state");
-
- // Store NPC references
- npcTransform = fsmBehaviour.transform;
- npcAnimator = npcTransform.GetComponent();
-
- var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
- if (aiController != null)
+ // handle crossfade
+ if (_fading)
{
- aiController.Stop();
- if (enableDebug) Debug.Log("[SA_CastShield] AI stopped");
+ float u = Mathf.Clamp01((Time.time - _fadeT0) / Mathf.Max(0.0001f, _fadeDur));
+ if (_fromInput >= 0) _mixer.SetInputWeight(_fromInput, 1f - u);
+ if (_toInput >= 0) _mixer.SetInputWeight(_toInput, u);
+ if (u >= 1f) _fading = false;
}
- if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
+ // auto-advance phases based on timers
+ if (_phase == Phase.Start && Time.time >= _phaseScheduledEnd)
{
- npcAnimator.SetBool(animatorBlockingBool, true);
- if (enableDebug) Debug.Log($"[SA_CastShield] Set bool: {animatorBlockingBool} = true");
+ if (keepClip != null) CrossfadeToKeep();
+ else BeginEnd(); // no keep; go straight to End window
}
-
- SpawnShieldEffect(fsmBehaviour);
-
- shieldStartTime = Time.time;
- shieldActive = true;
- }
-
- ///
- /// Called every frame during state duration
- ///
- private void OnStateUpdate(vIFSMBehaviourController fsmBehaviour)
- {
- if (shieldActive && Time.time - shieldStartTime >= shieldDuration)
+ else if (_phase == Phase.Keep)
{
- if (enableDebug) Debug.Log("[SA_CastShield] Shield time passed, finishing state");
- FinishShield(fsmBehaviour);
+ // When shield timer is up, begin End
+ if (_shieldActive && (Time.time - _shieldStartTime) >= shieldDuration)
+ {
+ BeginEnd();
+ }
+ }
+ else if (_phase == Phase.End && Time.time >= _phaseScheduledEnd)
+ {
+ // End completed
+ _phase = Phase.Done;
+ TeardownGraph();
+ CleanupShieldFX();
+ _shieldActive = false;
}
}
- ///
- /// Called when exiting state - cleanup
- ///
- private void OnStateExit(vIFSMBehaviourController fsmBehaviour)
+ private void OnExit(vIFSMBehaviourController fsm)
{
- if (enableDebug) Debug.Log("[SA_CastShield] Exiting shield state");
+ if (_anim != null && !string.IsNullOrEmpty(animatorBlockingBool))
+ _anim.SetBool(animatorBlockingBool, false);
- if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
+ // If we left early, optionally play End briefly (best-effort)
+ if (playEndOnEarlyExit && _phase != Phase.End && _phase != Phase.Done && endClip != null)
{
- npcAnimator.SetBool(animatorBlockingBool, false);
- if (enableDebug) Debug.Log($"[SA_CastShield] Set bool: {animatorBlockingBool} = false");
+ if (debugLogs) Debug.Log("[SA_CastShield] Early exit: playing End quickly.");
+ // build graph if it was never built (e.g., no Start/Keep)
+ BuildGraphIfNeeded();
+ CrossfadeTo(endClip, out _pEnd, quick: true);
+ _phase = Phase.End;
+ _phaseScheduledEnd = Time.time + Mathf.Min(endClip.length / SafeSpeed(), 0.25f); // quick outro
+ }
+ else
+ {
+ // otherwise normal cleanup
+ TeardownGraph();
}
- if (shieldActive)
- {
- CleanupShield();
- }
-
- var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
- if (aiController != null)
- {
- if (enableDebug) Debug.Log("[SA_CastShield] AI resumed");
- }
+ CleanupShieldFX();
+ _shieldActive = false;
}
- ///
- /// Spawns magical shield particle effect
- ///
- private void SpawnShieldEffect(vIFSMBehaviourController fsmBehaviour)
+ // ------------------ Phase Transitions ------------------
+
+ private void EnterStart()
{
- if (shieldFXPrefab == null)
+ CrossfadeTo(startClip, out _pStart, quick: false);
+ _phase = Phase.Start;
+ _phaseScheduledEnd = Time.time + (startClip.length / SafeSpeed());
+ if (debugLogs) Debug.Log("[SA_CastShield] Start phase.");
+ }
+
+ private void CrossfadeToKeep()
+ {
+ if (keepClip == null)
{
- Debug.LogWarning("[SA_CastShield] Missing shieldFXPrefab!");
+ BeginEnd();
return;
}
-
- // Spawn shield at NPC's position and rotation
- Vector3 spawnPosition = npcTransform.position;
- Quaternion spawnRotation = npcTransform.rotation;
-
- spawnedShield = LeanPool.Spawn(shieldFXPrefab, spawnPosition, spawnRotation);
-
- if (enableDebug) Debug.Log($"[SA_CastShield] Shield spawned at NPC position: {spawnPosition}");
+ CrossfadeTo(keepClip, out _pKeep, quick: false, loop: true);
+ _phase = Phase.Keep;
+ if (debugLogs) Debug.Log("[SA_CastShield] Switched to Keep (loop).");
}
- ///
- /// Finishes shield operation and transitions to next state
- ///
- private void FinishShield(vIFSMBehaviourController fsmBehaviour)
+ private void EnterKeep()
{
- shieldActive = false;
- CleanupShield();
-
- DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Shield", 15f);
-
- // End state - FSM will transition to next state
- // FYI: In Invector FSM, state completion is handled automatically
+ CrossfadeTo(keepClip, out _pKeep, quick: false, loop: true);
+ _phase = Phase.Keep;
+ if (debugLogs) Debug.Log("[SA_CastShield] Entered Keep directly.");
}
- ///
- /// Cleans up spawned shield
- ///
- private void CleanupShield()
+ private void BeginEnd()
{
- if (spawnedShield != null)
+ if (endClip == null)
{
- LeanPool.Despawn(spawnedShield);
- spawnedShield = null;
- if (enableDebug) Debug.Log("[SA_CastShield] Shield despawned");
+ // No end clip; just finish
+ _phase = Phase.Done;
+ TeardownGraph();
+ CleanupShieldFX();
+ _shieldActive = false;
+ if (debugLogs) Debug.Log("[SA_CastShield] No End clip; finished.");
+ return;
+ }
+ CrossfadeTo(endClip, out _pEnd, quick: false);
+ _phase = Phase.End;
+ _phaseScheduledEnd = Time.time + (endClip.length / SafeSpeed());
+ if (debugLogs) Debug.Log("[SA_CastShield] End phase.");
+ }
+
+ // ------------------ Graph Setup / Crossfade ------------------
+
+ private void BuildGraphIfNeeded()
+ {
+ if (_graph.IsValid()) return;
+
+ if (_anim == null)
+ {
+ _anim = _npc ? _npc.GetComponent() : null;
+ if (_anim == null)
+ {
+ if (debugLogs) Debug.LogWarning("[SA_CastShield] No Animator found; animation disabled.");
+ return;
+ }
+ }
+
+ _graph = PlayableGraph.Create("ShieldOverlayGraph");
+ _graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
+
+ _mixer = AnimationMixerPlayable.Create(_graph, 2); // 2-way mixer
+ _mixer.SetInputWeight(0, 0f);
+ _mixer.SetInputWeight(1, 0f);
+
+ _output = AnimationPlayableOutput.Create(_graph, "AnimOut", _anim);
+ _output.SetSourcePlayable(_mixer);
+ _output.SetWeight(1f);
+
+ _graph.Play();
+ }
+
+ private void TeardownGraph()
+ {
+ if (_graph.IsValid())
+ {
+ _graph.Stop();
+ _graph.Destroy();
+ }
+ _input0 = default;
+ _input1 = default;
+ _fromInput = _toInput = -1;
+ _fading = false;
+ }
+
+ private float SafeSpeed() => Mathf.Max(0.0001f, clipSpeed);
+
+ ///
+ /// Fades from whatever is currently audible to the given clip.
+ /// Reuses the 2 inputs; swaps playables as needed.
+ ///
+ private void CrossfadeTo(AnimationClip clip,
+ out AnimationClipPlayable playableOut,
+ bool quick,
+ bool loop = false)
+ {
+ playableOut = default;
+
+ if (!_graph.IsValid() || clip == null) return;
+
+ float speed = SafeSpeed();
+
+ // Prepare or reuse a slot (two inputs that we swap between)
+ // Choose the silent input as target; if none is silent, pick the opposite of the currently "from".
+ int targetInput = (_mixer.GetInputWeight(0) < 0.0001f) ? 0 : (_mixer.GetInputWeight(1) < 0.0001f) ? 1 : (_toInput == 0 ? 1 : 0);
+
+ // Destroy existing playable on that input if any
+ var currentPlayableOnTarget = (AnimationClipPlayable)_mixer.GetInput(targetInput);
+ if (currentPlayableOnTarget.IsValid())
+ {
+ _graph.Disconnect(_mixer, targetInput);
+ currentPlayableOnTarget.Destroy();
+ }
+
+ // Create new clip playable
+ var newPlayable = AnimationClipPlayable.Create(_graph, clip);
+ newPlayable.SetApplyFootIK(false);
+ newPlayable.SetApplyPlayableIK(false);
+ newPlayable.SetSpeed(speed);
+
+ // Connect to mixer
+ _graph.Connect(newPlayable, 0, _mixer, targetInput);
+ _mixer.SetInputWeight(targetInput, 0f);
+
+ // Cache which playable is on which slot for optional debug
+ if (targetInput == 0) _input0 = newPlayable; else _input1 = newPlayable;
+
+ // Determine current audible input to fade from
+ int sourceInput = (targetInput == 0) ? 1 : 0;
+ float wSource = _mixer.GetInputWeight(sourceInput);
+ bool hasSource = wSource > 0.0001f && _mixer.GetInput(sourceInput).IsValid();
+
+ // Start from beginning for new phase
+ newPlayable.SetTime(0);
+ playableOut = newPlayable;
+
+ // Configure fade
+ _fromInput = hasSource ? sourceInput : -1;
+ _toInput = targetInput;
+ _fadeDur = Mathf.Max(0f, quick ? Mathf.Min(0.06f, crossfadeTime) : crossfadeTime);
+ _fadeT0 = Time.time;
+ _fading = _fadeDur > 0f && hasSource;
+
+ // Set immediate weights if not fading
+ if (!_fading)
+ {
+ if (_fromInput >= 0) _mixer.SetInputWeight(_fromInput, 0f);
+ _mixer.SetInputWeight(_toInput, 1f);
}
}
- ///
- /// Checks if shield is currently active
- ///
- public bool IsShieldActive()
+ // ------------------ FX Helpers ------------------
+
+ private void SpawnShieldFX()
{
- return shieldActive;
+ if (shieldFXPrefab == null) return;
+ _spawnedShieldFX = LeanPool.Spawn(shieldFXPrefab, _npc.position, _npc.rotation);
+ if (debugLogs) Debug.Log("[SA_CastShield] Shield FX spawned.");
}
- ///
- /// Returns remaining shield time
- ///
+ private void CleanupShieldFX()
+ {
+ if (_spawnedShieldFX != null)
+ {
+ LeanPool.Despawn(_spawnedShieldFX);
+ _spawnedShieldFX = null;
+ if (debugLogs) Debug.Log("[SA_CastShield] Shield FX despawned.");
+ }
+ }
+
+ // ------------------ Public Query ------------------
+
+ public bool IsShieldActive() => _shieldActive;
+
public float GetRemainingShieldTime()
{
- if (!shieldActive) return 0f;
- return Mathf.Max(0f, shieldDuration - (Time.time - shieldStartTime));
+ if (!_shieldActive) return 0f;
+ float t = Mathf.Max(0f, shieldDuration - (Time.time - _shieldStartTime));
+ return (_phase == Phase.End || _phase == Phase.Done) ? 0f : t;
}
}
}
\ No newline at end of file
diff --git a/Assets/AI/Demon/SA_SpawnTurretSmart.cs b/Assets/AI/Demon/SA_SpawnTurretSmart.cs
index c00440bc0..31c8d2f51 100644
--- a/Assets/AI/Demon/SA_SpawnTurretSmart.cs
+++ b/Assets/AI/Demon/SA_SpawnTurretSmart.cs
@@ -1,13 +1,14 @@
using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using UnityEngine;
+using UnityEngine.Animations;
+using UnityEngine.Playables;
namespace DemonBoss.Magic
{
///
/// Spawns exactly 3 crystal turrets around the opponent.
- /// Now with per-spawn randomness: global rotation offset and per-turret angle/radius jitter.
- /// Validates positions (ground/obstacles) and enforces minimum separation.
+ /// Now with per-spawn randomness and position validation.
///
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Spawn 3 Turrets Radial")]
public class SA_SpawnTurretSmart : vStateAction
@@ -43,6 +44,13 @@ namespace DemonBoss.Magic
[Tooltip("Per-turret radius jitter (meters). 0 = disabled.")]
public float perTurretRadiusJitter = 0.75f;
+ [Header("One-off Overlay Clip (No Animator Params)")]
+ public AnimationClip overlayClip;
+
+ [Tooltip("Playback speed (1 = normal)")] public float overlaySpeed = 1f;
+ [Tooltip("Blend-in seconds (instant in this minimal impl)")] public float overlayFadeIn = 0.10f;
+ [Tooltip("Blend-out seconds (instant in this minimal impl)")] public float overlayFadeOut = 0.10f;
+
[Header("Debug")]
public bool enableDebug = false;
@@ -52,11 +60,25 @@ namespace DemonBoss.Magic
private Transform npcTransform;
private Transform playerTransform;
- private readonly System.Collections.Generic.List _lastPlanned = new System.Collections.Generic.List(3);
+ private readonly System.Collections.Generic.List _lastPlanned =
+ new System.Collections.Generic.List(3);
+
+ // --- Playables runtime ---
+ private PlayableGraph _overlayGraph;
+
+ private AnimationPlayableOutput _overlayOutput;
+ private AnimationClipPlayable _overlayPlayable;
+ private bool _overlayPlaying;
+ private float _overlayStopAtTime;
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
{
if (executionType == vFSMComponentExecutionType.OnStateEnter) OnStateEnter(fsmBehaviour);
+ else if (executionType == vFSMComponentExecutionType.OnStateUpdate)
+ {
+ // Auto-stop overlay when finished
+ if (_overlayPlaying && Time.time >= _overlayStopAtTime) StopOverlayWithFade();
+ }
else if (executionType == vFSMComponentExecutionType.OnStateExit) OnStateExit(fsmBehaviour);
}
@@ -70,6 +92,8 @@ namespace DemonBoss.Magic
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
npcAnimator.SetBool(animatorBlockingBool, true);
+ PlayOverlayOnce(npcTransform);
+
SpawnThreeTurretsRadial(fsmBehaviour);
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Turret", 12f);
@@ -79,6 +103,8 @@ namespace DemonBoss.Magic
{
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
npcAnimator.SetBool(animatorBlockingBool, false);
+
+ StopOverlayWithFade();
}
private void FindPlayer(vIFSMBehaviourController fsmBehaviour)
@@ -270,5 +296,54 @@ namespace DemonBoss.Magic
prevPoint = newPoint;
}
}
+
+ private void PlayOverlayOnce(Transform owner)
+ {
+ if (overlayClip == null) return;
+
+ if (npcAnimator == null)
+ npcAnimator = owner.GetComponent();
+ if (npcAnimator == null) return;
+
+ StopOverlayImmediate(); // safety
+
+ _overlayGraph = PlayableGraph.Create("ActionOverlay(SpawnTurret)");
+ _overlayGraph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
+
+ _overlayPlayable = AnimationClipPlayable.Create(_overlayGraph, overlayClip);
+ _overlayPlayable.SetApplyFootIK(false);
+ _overlayPlayable.SetApplyPlayableIK(false);
+ _overlayPlayable.SetSpeed(Mathf.Max(0.0001f, overlaySpeed));
+
+ _overlayOutput = AnimationPlayableOutput.Create(_overlayGraph, "AnimOut", npcAnimator);
+ _overlayOutput.SetSourcePlayable(_overlayPlayable);
+
+ _overlayOutput.SetWeight(1f);
+ _overlayGraph.Play();
+ _overlayPlaying = true;
+
+ float len = overlayClip.length / Mathf.Max(0.0001f, overlaySpeed);
+ _overlayStopAtTime = Time.time + len;
+
+ if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Overlay clip started via Playables");
+ }
+
+ private void StopOverlayImmediate()
+ {
+ if (_overlayGraph.IsValid())
+ {
+ _overlayGraph.Stop();
+ _overlayGraph.Destroy();
+ }
+ _overlayPlaying = false;
+ }
+
+ private void StopOverlayWithFade()
+ {
+ if (!_overlayPlaying) { StopOverlayImmediate(); return; }
+ if (_overlayOutput.IsOutputNull() == false) _overlayOutput.SetWeight(0f);
+ StopOverlayImmediate();
+ if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Overlay clip stopped");
+ }
}
}
\ No newline at end of file
diff --git a/Assets/AI/Demon/Turet.prefab b/Assets/AI/Demon/Turet.prefab
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diff --git a/Assets/AI/Demon/Turret.prefab b/Assets/AI/Demon/Turret.prefab
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+ selectedFalse: 0
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m_ObjectHideFlags: 1
@@ -1367,11 +1412,11 @@ MonoBehaviour:
isSelected: 0
nodeRect:
serializedVersion: 2
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+ x: 535
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width: 150
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+ positionRect: {x: 535, y: 760}
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editingName: 1
nodeColor: {r: 1, g: 1, b: 1, a: 1}
@@ -1390,14 +1435,14 @@ MonoBehaviour:
parentState: {fileID: 2691300596403639167}
trueRect:
serializedVersion: 2
- x: 465
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+ x: 525
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height: 10
falseRect:
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+ x: 685
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width: 10
height: 10
selectedTrue: 0
@@ -1437,11 +1482,11 @@ MonoBehaviour:
isSelected: 0
nodeRect:
serializedVersion: 2
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+ x: 280
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width: 150
height: 150
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+ positionRect: {x: 280, y: 480}
rectWidth: 150
editingName: 1
nodeColor: {r: 1, g: 0, b: 0, a: 1}
@@ -1464,14 +1509,14 @@ MonoBehaviour:
parentState: {fileID: 2986668563461644515}
trueRect:
serializedVersion: 2
- x: 210
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+ x: 270
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width: 10
height: 10
falseRect:
serializedVersion: 2
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+ x: 430
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width: 10
height: 10
selectedTrue: 0
@@ -1496,14 +1541,14 @@ MonoBehaviour:
parentState: {fileID: 2986668563461644515}
trueRect:
serializedVersion: 2
- x: 210
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+ x: 270
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width: 10
height: 10
falseRect:
serializedVersion: 2
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+ x: 430
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width: 10
height: 10
selectedTrue: 0
@@ -1515,12 +1560,12 @@ MonoBehaviour:
scroolView: {x: 0, y: 0, z: 0}
sameTargetCount: 0
- decisions:
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- decision: {fileID: -6379838510941931433}
- isValid: 0
- validated: 0
- trueValue: 1
decision: {fileID: -7938248970223304488}
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+ validated: 0
+ - trueValue: 0
+ decision: {fileID: 1848419507865303702}
isValid: 1
validated: 0
trueState: {fileID: 766956384951898899}
@@ -1532,14 +1577,14 @@ MonoBehaviour:
parentState: {fileID: 2986668563461644515}
trueRect:
serializedVersion: 2
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+ x: 430
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width: 10
height: 10
falseRect:
serializedVersion: 2
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+ x: 430
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width: 10
height: 10
selectedTrue: 0
@@ -1551,14 +1596,14 @@ MonoBehaviour:
scroolView: {x: 0, y: 0, z: 0}
sameTargetCount: 0
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- decision: {fileID: -6379838510941931433}
- isValid: 0
- validated: 0
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decision: {fileID: 8113515040269600600}
isValid: 1
validated: 0
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+ decision: {fileID: 1848419507865303702}
+ isValid: 1
+ validated: 0
trueState: {fileID: 9112689765763526057}
falseState: {fileID: 0}
muteTrue: 0
@@ -1568,14 +1613,14 @@ MonoBehaviour:
parentState: {fileID: 2986668563461644515}
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serializedVersion: 2
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falseRect:
serializedVersion: 2
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+ x: 430
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height: 10
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parentState: {fileID: 2986668563461644515}
trueRect:
serializedVersion: 2
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width: 10
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falseRect:
serializedVersion: 2
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+ x: 430
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width: 10
height: 10
selectedTrue: 0
@@ -1708,14 +1753,14 @@ MonoBehaviour:
canEditName: 1
canEditColor: 1
isOpen: 0
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+ isSelected: 0
nodeRect:
serializedVersion: 2
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+ positionRect: {x: 805, y: 425}
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editingName: 1
nodeColor: {r: 1, g: 1, b: 1, a: 1}
@@ -1734,14 +1779,14 @@ MonoBehaviour:
parentState: {fileID: 4162026404432437805}
trueRect:
serializedVersion: 2
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+ x: 880
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falseRect:
serializedVersion: 2
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+ x: 880
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height: 0
selectedTrue: 0
@@ -1907,11 +1952,11 @@ MonoBehaviour:
isSelected: 0
nodeRect:
serializedVersion: 2
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+ positionRect: {x: 815, y: 65}
rectWidth: 150
editingName: 1
nodeColor: {r: 1, g: 1, b: 1, a: 1}
@@ -1930,14 +1975,14 @@ MonoBehaviour:
parentState: {fileID: 9112689765763526057}
trueRect:
serializedVersion: 2
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falseRect:
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+ x: 965
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diff --git a/Assets/AI/FSM/FSM_Giant.asset b/Assets/AI/FSM/FSM_Giant.asset
index ec49e2aa7..24d4e1f90 100644
--- a/Assets/AI/FSM/FSM_Giant.asset
+++ b/Assets/AI/FSM/FSM_Giant.asset
@@ -134,7 +134,13 @@ MonoBehaviour:
type: 3}
shieldDuration: 10
animatorBlockingBool: IsBlocking
- enableDebug: 1
+ startClip: {fileID: 0}
+ keepClip: {fileID: 0}
+ endClip: {fileID: 0}
+ clipSpeed: 1
+ crossfadeTime: 0.12
+ playEndOnEarlyExit: 1
+ debugLogs: 0
--- !u!114 &-7016508256595524775
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -206,7 +212,7 @@ MonoBehaviour:
- decisions:
- trueValue: 1
decision: {fileID: 5430119601860107240}
- isValid: 1
+ isValid: 0
validated: 0
- trueValue: 1
decision: {fileID: 117913083446138218}
@@ -260,13 +266,14 @@ MonoBehaviour:
executionType: -1
editingName: 0
meteorPrefab: {fileID: 0}
- decalPrefab: {fileID: 1743301284569550, guid: ad2ab49d0a2a17148bd51c93d977bdbc,
- type: 3}
- spawnHeight: 40
+ behindBossDistance: 3
+ aboveBossHeight: 8
castDelay: 1.5
- groundMask:
- serializedVersion: 2
- m_Bits: 4294967295
+ targetTag: Player
+ overlayClip: {fileID: 0}
+ overlaySpeed: 1
+ overlayFadeIn: 0.1
+ overlayFadeOut: 0.1
enableDebug: 1
--- !u!114 &-6379838510941931433
MonoBehaviour:
@@ -659,7 +666,7 @@ MonoBehaviour:
- decisions:
- trueValue: 0
decision: {fileID: 7927421991537792917}
- isValid: 1
+ isValid: 0
validated: 0
trueState: {fileID: -312774025800194259}
falseState: {fileID: 0}
@@ -778,8 +785,17 @@ MonoBehaviour:
serializedVersion: 2
m_Bits: 4294967295
animatorBlockingBool: IsBlocking
- backPreferenceMultiplier: 2
- maxSpawnAttempts: 12
+ perTurretAdjustmentTries: 10
+ maxAngleAdjust: 25
+ maxRadiusAdjust: 1
+ minSeparationBetweenTurrets: 1.5
+ globalStartAngleRandom: 1
+ perTurretAngleJitter: 10
+ perTurretRadiusJitter: 0.75
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+ overlaySpeed: 1
+ overlayFadeIn: 0.1
+ overlayFadeOut: 0.1
enableDebug: 1
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diff --git a/Assets/AI/GhostDemon.prefab b/Assets/AI/GhostDemon.prefab
index c99f0943e..eaeefd524 100644
--- a/Assets/AI/GhostDemon.prefab
+++ b/Assets/AI/GhostDemon.prefab
@@ -1133,10 +1133,10 @@ MonoBehaviour:
openCloseWindow: 1
selectedToolbar: 0
_isDead: 0
- _currentHealth: 225
+ _currentHealth: 250
isImmortal: 0
fillHealthOnStart: 1
- maxHealth: 225
+ maxHealth: 250
healthRecovery: 0
healthRecoveryDelay: 0
currentHealthRecoveryDelay: 0
diff --git a/Assets/AI/Gigant/Giant.prefab b/Assets/AI/Gigant/Giant.prefab
index 30571e381..ca1abf458 100644
--- a/Assets/AI/Gigant/Giant.prefab
+++ b/Assets/AI/Gigant/Giant.prefab
@@ -4629,12 +4629,12 @@ MonoBehaviour:
m_EditorClassIdentifier:
openCloseEvents: 0
openCloseWindow: 1
- selectedToolbar: 5
+ selectedToolbar: 0
_isDead: 0
- _currentHealth: 100
+ _currentHealth: 300
isImmortal: 0
fillHealthOnStart: 1
- maxHealth: 100
+ maxHealth: 300
healthRecovery: 0
healthRecoveryDelay: 0
currentHealthRecoveryDelay: 0
diff --git a/Assets/AI/Gigant/RandomizeAnimatorIntOnEnter.cs b/Assets/AI/Gigant/RandomizeAnimatorIntOnEnter.cs
new file mode 100644
index 000000000..c6850a804
--- /dev/null
+++ b/Assets/AI/Gigant/RandomizeAnimatorIntOnEnter.cs
@@ -0,0 +1,48 @@
+using UnityEngine;
+
+public class RandomizeAnimatorIntWeighted : StateMachineBehaviour
+{
+ [Header("Animator parameter name (must be int type)")]
+ public string parameterName = "Randomized";
+
+ [Header("Weights for each slot (index = int value)")]
+ public int[] weights = { 35, 35, 15, 15 };
+
+ // Example: {70, 20, 10} means index 0 has 70% chance, 1 has 20%, 2 has 10%
+
+ // Called when the animator enters this state
+ public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
+ {
+ if (weights == null || weights.Length == 0)
+ {
+ return;
+ }
+
+ int total = 0;
+ foreach (int w in weights)
+ {
+ total += Mathf.Max(0, w);
+ }
+
+ if (total <= 0)
+ {
+ return;
+ }
+
+ int randomValue = Random.Range(0, total);
+ int cumulative = 0;
+ int chosenIndex = 0;
+
+ for (int i = 0; i < weights.Length; i++)
+ {
+ cumulative += Mathf.Max(0, weights[i]);
+ if (randomValue < cumulative)
+ {
+ chosenIndex = i;
+ break;
+ }
+ }
+
+ animator.SetFloat(parameterName, (float)chosenIndex);
+ }
+}
\ No newline at end of file
diff --git a/Assets/AI/Gigant/RandomizeAnimatorIntOnEnter.cs.meta b/Assets/AI/Gigant/RandomizeAnimatorIntOnEnter.cs.meta
new file mode 100644
index 000000000..9f421cfee
--- /dev/null
+++ b/Assets/AI/Gigant/RandomizeAnimatorIntOnEnter.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d20bc7e4150a82f4ba03191390f832f8
\ No newline at end of file
diff --git a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_body_Metal.mat b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_body_Metal.mat
index 517b1105f..149197550 100644
--- a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_body_Metal.mat
+++ b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_body_Metal.mat
@@ -1,6 +1,6 @@
%YAML 1.1
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diff --git a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_head_metal.mat b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_head_metal.mat
index a7093fbbb..5e744515b 100644
--- a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_head_metal.mat
+++ b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Adam_head_metal.mat
@@ -134,7 +134,7 @@ Material:
- _SpecColor: {r: 0.625, g: 0.7206896, b: 1, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1
---- !u!114 &1114542027491659141
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diff --git a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Bow.mat b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Bow.mat
index a40fe2a39..51ac6cfc9 100644
--- a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Bow.mat
+++ b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Bow.mat
@@ -129,7 +129,7 @@ Material:
- _SpecColor: {r: 0.8602941, g: 0.89594316, b: 1, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1
---- !u!114 &3248454389675638324
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diff --git a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Body_Metal.mat b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Body_Metal.mat
index 46b42c8f9..a76e75eb9 100644
--- a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Body_Metal.mat
+++ b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Body_Metal.mat
@@ -1,6 +1,6 @@
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diff --git a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Head_Metal.mat b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Head_Metal.mat
index 266243eea..09abfc824 100644
--- a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Head_Metal.mat
+++ b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Eva_Head_Metal.mat
@@ -1,6 +1,6 @@
%YAML 1.1
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diff --git a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Helmet.mat b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Helmet.mat
index fa18d5557..b2aa2f040 100644
--- a/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Helmet.mat
+++ b/Assets/MEDIEVAL_ANIMATIONS_MEGA_PACK_new/Bow/Materials/Helmet.mat
@@ -1,5 +1,18 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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+ m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ version: 10
--- !u!21 &2100000
Material:
serializedVersion: 8
diff --git a/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab b/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab
index 406750d95..fa810b350 100644
--- a/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab
+++ b/Assets/Prefabs/Characters/Beasiculus/Bascileus_BaseModel.prefab
@@ -105633,13 +105633,13 @@ MonoBehaviour:
triggerDieBehaviour: 0
m_ignoreTriggers: 1
useAnimationBasedRotation: 0
- strafeRollInputThreshold: 0.3
strafeRollForwardAnim: Roll_Forward
strafeRollBackwardAnim: Roll_Backward
strafeRollLeftAnim: Roll_Left
strafeRollRightAnim: Roll_Right
strafeRollLeftCorrectionAngle: 70.6
strafeRollRightCorrectionAngle: 70
+ strafeRollBackwardCorrectionAngle: 0
--- !u!114 &9202663235077955828
MonoBehaviour:
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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 14e591460..21791480e 100644
--- a/Assets/Prefabs/Characters/Player/Animator/Invector@MeleeCombat Player PRO2.controller
+++ b/Assets/Prefabs/Characters/Player/Animator/Invector@MeleeCombat Player PRO2.controller
@@ -22,6 +22,28 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: -2074274001345678418}
+--- !u!1101 &-9191327555805306621
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
+ m_Conditions: []
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+ m_DstState: {fileID: 1102861933717182418}
+ m_Solo: 0
+ m_Mute: 1
+ m_IsExit: 0
+ serializedVersion: 3
+ m_TransitionDuration: 0.25
+ m_TransitionOffset: 0
+ m_ExitTime: 0.6808511
+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!1102 &-9143515860420698953
AnimatorState:
serializedVersion: 6
@@ -738,7 +760,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c0e8cc669ad24ae3bcdae73fa4c003b, type: 3}
m_Name:
m_EditorClassIdentifier:
- startDamage: 0.3
+ startDamage: 0.2
endDamage: 0.4
damageMultiplier: 0
recoilID: 1
@@ -750,17 +772,16 @@ MonoBehaviour:
ignoreDefense: 0
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 1
- resetTriggerBeforeTime: 0.5
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.5
lerpPositionTowardsTarget: 1
maxLerpDistance: 3.5
positionLerpSpeed: 2
stoppingDistance: 1.2
useComboTimingWindow: 1
- comboWindowStartTime: 0.5
- comboWindowDuration: 0.2
- comboWindowTimeScale: 0.3
+ comboWindowStartTime: 0.7
+ comboWindowDuration: 0.3
+ comboWindowTimeScale: 0.4
useAttackTimeScale: 0
maxTargetDistance: 3
lowHealthTh: 10
@@ -2715,7 +2736,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9c0e8cc669ad24ae3bcdae73fa4c003b, type: 3}
m_Name:
m_EditorClassIdentifier:
- startDamage: 0.4
+ startDamage: 0.3
endDamage: 0.5
damageMultiplier: 2
recoilID: 2
@@ -2727,8 +2748,7 @@ MonoBehaviour:
ignoreDefense: 0
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.3
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 1
maxLerpDistance: 3.5
@@ -2736,8 +2756,8 @@ MonoBehaviour:
stoppingDistance: 1.2
useComboTimingWindow: 1
comboWindowStartTime: 0.6
- comboWindowDuration: 0.2
- comboWindowTimeScale: 0.3
+ comboWindowDuration: 0.3
+ comboWindowTimeScale: 0.4
useAttackTimeScale: 1
maxTargetDistance: 3
lowHealthTh: 30
@@ -4545,6 +4565,7 @@ MonoBehaviour:
tags:
- IsRolling
- IgnoreIK
+ - LockRotation
--- !u!206 &-2581317115762456654
BlendTree:
m_ObjectHideFlags: 1
@@ -4604,6 +4625,24 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
+--- !u!114 &-2385230577109390366
+MonoBehaviour:
+ m_ObjectHideFlags: 1
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Script: {fileID: 11500000, guid: 5f3b04f29aa5b134b99e94c78b296dcf, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ stateInfos: []
+ debug: 0
+ tags:
+ - tagName: Attack
+ tagType: 3
+ normalizedTime: {x: 0.1, y: 0.8}
--- !u!206 &-2382170802819547054
BlendTree:
m_ObjectHideFlags: 1
@@ -4832,6 +4871,28 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
+--- !u!1101 &-1951197489304851175
+AnimatorStateTransition:
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name:
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+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
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+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!1102 &-1890823228988152332
AnimatorState:
serializedVersion: 6
@@ -5154,8 +5215,7 @@ MonoBehaviour:
ignoreDefense: 0
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.3
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 1
maxLerpDistance: 3.5
@@ -5163,8 +5223,8 @@ MonoBehaviour:
stoppingDistance: 1.2
useComboTimingWindow: 1
comboWindowStartTime: 0.6
- comboWindowDuration: 0.2
- comboWindowTimeScale: 0.3
+ comboWindowDuration: 0.3
+ comboWindowTimeScale: 0.4
useAttackTimeScale: 1
maxTargetDistance: 3
lowHealthTh: 10
@@ -5676,8 +5736,7 @@ MonoBehaviour:
ignoreDefense: 0
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.5
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 0
maxLerpDistance: 3.5
@@ -6086,6 +6145,36 @@ MonoBehaviour:
stateInfos: []
tags:
- CustomAction
+--- !u!1102 &-262143111545491946
+AnimatorState:
+ serializedVersion: 6
+ m_ObjectHideFlags: 1
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: A1
+ m_Speed: 1.4
+ m_CycleOffset: 0
+ m_Transitions:
+ - {fileID: 3665975024854504718}
+ - {fileID: -9191327555805306621}
+ m_StateMachineBehaviours:
+ - {fileID: -2385230577109390366}
+ 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: 6399467581995111687, guid: fb07a934dbc1969468121112ca048964,
+ type: 3}
+ m_Tag:
+ m_SpeedParameter:
+ m_MirrorParameter:
+ m_CycleOffsetParameter:
+ m_TimeParameter:
--- !u!1109 &-164828508768324166
AnimatorTransition:
m_ObjectHideFlags: 1
@@ -26469,15 +26558,14 @@ MonoBehaviour:
ignoreDefense: 1
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.6
+ blockInputBeforeTime: 1
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 1
maxLerpDistance: 3.5
positionLerpSpeed: 2
stoppingDistance: 1.2
useComboTimingWindow: 0
- comboWindowStartTime: 0.9
+ comboWindowStartTime: 1
comboWindowDuration: 0.5
comboWindowTimeScale: 0.3
useAttackTimeScale: 0
@@ -26488,7 +26576,7 @@ MonoBehaviour:
attackTimeScaleEnd: 0.58
rotatePlayerTowardsTarget: 1
degreeThreshold: 100
- debug: 0
+ debug: 1
--- !u!1101 &542493047717198179
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -29503,10 +29591,10 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
- m_TransitionDuration: 0.23156369
- m_TransitionOffset: 0.05401399
- m_ExitTime: 0.7634842
- m_HasExitTime: 1
+ m_TransitionDuration: 0.17750603
+ m_TransitionOffset: 0.12662058
+ m_ExitTime: 0.8490755
+ m_HasExitTime: 0
m_HasFixedDuration: 0
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -33828,10 +33916,10 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
- m_TransitionDuration: 0.09166676
- m_TransitionOffset: 0.012494694
- m_ExitTime: 0.617021
- m_HasExitTime: 1
+ m_TransitionDuration: 0.15347171
+ m_TransitionOffset: 0.008216396
+ m_ExitTime: 0.8888667
+ m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -36601,12 +36689,13 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
- m_Name: A
+ m_Name: A0
m_Speed: 1.3
m_CycleOffset: 0
m_Transitions:
- {fileID: 1101963861138605418}
- {fileID: 1101255493625229458}
+ - {fileID: -1951197489304851175}
m_StateMachineBehaviours:
- {fileID: 114405241802589726}
- {fileID: 114667135945300734}
@@ -40730,30 +40819,33 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: 1102466317250516052}
- m_Position: {x: 240, y: 120, z: 0}
+ m_Position: {x: 170, y: 140, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102861933717182418}
- m_Position: {x: 240, y: 50, z: 0}
+ m_Position: {x: 170, y: 20, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102186001672383516}
- m_Position: {x: 240, y: -10, z: 0}
+ m_Position: {x: 400, y: -50, z: 0}
- serializedVersion: 1
m_State: {fileID: 2206263804988382436}
- m_Position: {x: 240, y: -120, z: 0}
+ m_Position: {x: 390, y: -140, z: 0}
- serializedVersion: 1
m_State: {fileID: -493156934175870501}
m_Position: {x: -30, y: -130, z: 0}
- serializedVersion: 1
m_State: {fileID: -3801079781883241350}
m_Position: {x: 270, y: -330, z: 0}
+ - serializedVersion: 1
+ m_State: {fileID: -262143111545491946}
+ m_Position: {x: 440, y: 150, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
- m_AnyStatePosition: {x: 48, y: 60, z: 0}
- m_EntryPosition: {x: 30, y: 120, z: 0}
- m_ExitPosition: {x: 528, y: 60, z: 0}
+ m_AnyStatePosition: {x: 10, y: 60, z: 0}
+ m_EntryPosition: {x: -30, y: 140, z: 0}
+ m_ExitPosition: {x: 680, y: 40, z: 0}
m_ParentStateMachinePosition: {x: 710, y: -50, z: 0}
m_DefaultState: {fileID: 1102466317250516052}
--- !u!1107 &1107517961391708756
@@ -46053,6 +46145,28 @@ MonoBehaviour:
- tagName: LockRotation
tagType: 3
normalizedTime: {x: 0.35, y: 0.65}
+--- !u!1101 &3665975024854504718
+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: 0.25
+ m_TransitionOffset: 0
+ m_ExitTime: 0.8717949
+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!114 &3671708723907702589
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -47866,8 +47980,7 @@ MonoBehaviour:
ignoreDefense: 0
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.5
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 0
maxLerpDistance: 3.5
@@ -48021,8 +48134,7 @@ MonoBehaviour:
ignoreDefense: 0
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 1
- resetTriggerBeforeTime: 0.5
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 0
maxLerpDistance: 3.5
@@ -48424,8 +48536,7 @@ MonoBehaviour:
ignoreDefense: 1
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.6
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 1
maxLerpDistance: 3.5
@@ -48772,10 +48883,10 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
- m_TransitionDuration: 0.33513224
- m_TransitionOffset: 0
- m_ExitTime: 0.8191499
- m_HasExitTime: 1
+ m_TransitionDuration: 0.26323152
+ m_TransitionOffset: 0.018871611
+ m_ExitTime: 0.8424806
+ m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -49313,8 +49424,7 @@ MonoBehaviour:
ignoreDefense: 1
activeRagdoll: 0
senselessTime: 0
- resetAttackTrigger: 0
- resetTriggerBeforeTime: 0.6
+ blockInputBeforeTime: 0.5
unlockRotationTime: 0.7
lerpPositionTowardsTarget: 1
maxLerpDistance: 3.5
diff --git a/Assets/Prefabs/Items/Powers/bBlueFireball.prefab b/Assets/Prefabs/Items/Powers/bBlueFireball.prefab
index f22c9fece..59ca1886c 100644
--- a/Assets/Prefabs/Items/Powers/bBlueFireball.prefab
+++ b/Assets/Prefabs/Items/Powers/bBlueFireball.prefab
@@ -9838,7 +9838,6 @@ GameObject:
- component: {fileID: 7898212980114005163}
- component: {fileID: 8020189233111417037}
- component: {fileID: 8020706684658151899}
- - component: {fileID: 7789765392435096873}
m_Layer: 0
m_Name: Particles
m_TagString: Untagged
@@ -14484,21 +14483,6 @@ ParticleSystemRenderer:
m_MeshWeighting2: 1
m_MeshWeighting3: 1
m_MaskInteraction: 0
---- !u!114 &7789765392435096873
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 7893307381764779335}
- m_Enabled: 1
- m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: dded6759b4b430e4283cf015251490b7, type: 3}
- m_Name:
- m_EditorClassIdentifier:
- target: {fileID: 0}
- Force: 1
- DistanceRelative: 0
--- !u!1 &7893317824759632779
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Scenes/Fight_Arena/Fight_Arena.unity b/Assets/Scenes/Fight_Arena/Fight_Arena.unity
index f1d3698ed..8b633634b 100644
--- a/Assets/Scenes/Fight_Arena/Fight_Arena.unity
+++ b/Assets/Scenes/Fight_Arena/Fight_Arena.unity
@@ -14528,6 +14528,26 @@ PrefabInstance:
propertyPath: m_Name
value: GhostDemon
objectReference: {fileID: 0}
+ - target: {fileID: 974380812503253259, guid: fe3f8cbdaa5d03147a0de1c74712d32b,
+ type: 3}
+ propertyPath: m_IsActive
+ value: 1
+ objectReference: {fileID: 0}
+ - target: {fileID: 1481547778589526557, guid: fe3f8cbdaa5d03147a0de1c74712d32b,
+ type: 3}
+ propertyPath: _maxAttackCount
+ value: 5
+ objectReference: {fileID: 0}
+ - target: {fileID: 1481547778589526557, guid: fe3f8cbdaa5d03147a0de1c74712d32b,
+ type: 3}
+ propertyPath: _minAttackCount
+ value: 2
+ objectReference: {fileID: 0}
+ - target: {fileID: 1481547778589526557, guid: fe3f8cbdaa5d03147a0de1c74712d32b,
+ type: 3}
+ propertyPath: selectedToolbar
+ value: 9
+ objectReference: {fileID: 0}
- target: {fileID: 1564533674011589205, guid: fe3f8cbdaa5d03147a0de1c74712d32b,
type: 3}
propertyPath: m_AnchorMax.x
@@ -16396,6 +16416,11 @@ PrefabInstance:
propertyPath: m_Layer
value: 5
objectReference: {fileID: 0}
+ - target: {fileID: 1385765897516864307, guid: 851e8e61247888340bdec90fc8aa37f5,
+ type: 3}
+ propertyPath: openCloseWindow
+ value: 0
+ objectReference: {fileID: 0}
- target: {fileID: 1494204689157949844, guid: 851e8e61247888340bdec90fc8aa37f5,
type: 3}
propertyPath: m_Layer
@@ -16501,6 +16526,11 @@ PrefabInstance:
propertyPath: m_SizeDelta.y
value: 0
objectReference: {fileID: 0}
+ - target: {fileID: 1979772587506359731, guid: 851e8e61247888340bdec90fc8aa37f5,
+ type: 3}
+ propertyPath: m_AnchoredPosition.y
+ value: 0.00030639363
+ objectReference: {fileID: 0}
- target: {fileID: 1979772587738893350, guid: 851e8e61247888340bdec90fc8aa37f5,
type: 3}
propertyPath: m_Enabled
@@ -17420,7 +17450,17 @@ PrefabInstance:
- target: {fileID: 4704300330561169846, guid: 851e8e61247888340bdec90fc8aa37f5,
type: 3}
propertyPath: strafeRollLeftCorrectionAngle
- value: 70.6
+ value: -20
+ objectReference: {fileID: 0}
+ - target: {fileID: 4704300330561169846, guid: 851e8e61247888340bdec90fc8aa37f5,
+ type: 3}
+ propertyPath: strafeRollRightCorrectionAngle
+ value: -10
+ objectReference: {fileID: 0}
+ - target: {fileID: 4704300330561169846, guid: 851e8e61247888340bdec90fc8aa37f5,
+ type: 3}
+ propertyPath: strafeRollBackwardCorrectionAngle
+ value: 180
objectReference: {fileID: 0}
- target: {fileID: 4704300330561169846, guid: 851e8e61247888340bdec90fc8aa37f5,
type: 3}
@@ -23177,6 +23217,12 @@ PrefabInstance:
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 05db168aa73c6d7489b4930e8ac0f2ce, type: 3}
+--- !u!1 &1776088664 stripped
+GameObject:
+ m_CorrespondingSourceObject: {fileID: 1154969794063037242, guid: ca5617ade2be349c3826daac1e6fdcf2,
+ type: 3}
+ m_PrefabInstance: {fileID: 1993521574}
+ m_PrefabAsset: {fileID: 0}
--- !u!1 &1785581995
GameObject:
m_ObjectHideFlags: 0
@@ -24305,7 +24351,11 @@ PrefabInstance:
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
- m_AddedComponents: []
+ m_AddedComponents:
+ - targetCorrespondingSourceObject: {fileID: 1154969794063037242, guid: ca5617ade2be349c3826daac1e6fdcf2,
+ type: 3}
+ insertIndex: -1
+ addedObject: {fileID: 1993521576}
m_SourcePrefab: {fileID: 100100000, guid: ca5617ade2be349c3826daac1e6fdcf2, type: 3}
--- !u!4 &1993521575 stripped
Transform:
@@ -24313,6 +24363,21 @@ Transform:
type: 3}
m_PrefabInstance: {fileID: 1993521574}
m_PrefabAsset: {fileID: 0}
+--- !u!114 &1993521576
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 1776088664}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 5547fefaea58c4174adccc95d48c54ae, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_OnTimeScaleChanged:
+ m_PersistentCalls:
+ m_Calls: []
--- !u!1 &2002250978
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Scripts/Characters/Player.cs b/Assets/Scripts/Characters/Player.cs
index d5c64b6d5..639186c56 100644
--- a/Assets/Scripts/Characters/Player.cs
+++ b/Assets/Scripts/Characters/Player.cs
@@ -81,8 +81,11 @@ namespace Beyond
private PlayerAttribute brightnessAttribute;
private PlayerAttribute maturityAttribute;
private MagicAttacks m_magicAttacks;
+ private bMeleeCombatInput m_meleeCombatInput;
public MagicAttacks Magic => m_magicAttacks;
+ public bMeleeCombatInput MeleeCombatInput => m_meleeCombatInput;
+
public PlayerAttribute MaturityAttribute
{
get
@@ -186,6 +189,7 @@ namespace Beyond
m_meleeManager = GetComponent();
m_magicAttacks = GetComponent();
m_autoTargetting = GetComponent();
+ m_meleeCombatInput = GetComponent();
}
@@ -867,10 +871,10 @@ namespace Beyond
public void PlaySingleSound(AudioClip clipToPlay, bool destroyAfterPlaying = true)
{
- // Opcjonalne opóŸnienie na starcie poziomu, aby unikn¹æ "spamowania" dŸwiêkami
+ // Opcjonalne op�nienie na starcie poziomu, aby unikn�� "spamowania" d�wi�kami
if (Time.timeSinceLevelLoad < 0.5f && clipToPlay != null)
{
- // Mo¿esz chcieæ to odkomentowaæ, jeœli dŸwiêki na starcie s¹ problemem
+ // Mo�esz chcie� to odkomentowa�, je�li d�wi�ki na starcie s� problemem
// return;
}
@@ -885,28 +889,28 @@ namespace Beyond
return;
}
- // Instancjonowanie prefabu dŸwiêkowego
- // Upewnij siê, ¿e prefab 'audioSource' ma komponent AudioSource
+ // Instancjonowanie prefabu d�wi�kowego
+ // Upewnij si�, �e prefab 'audioSource' ma komponent AudioSource
GameObject audioObjectInstance = Instantiate(this.audioSource, transform.position, transform.rotation);
AudioSource sourceComponent = audioObjectInstance.GetComponent();
if (sourceComponent != null)
{
- // PlayOneShot jest dobre dla efektów, nie przerywa innych dŸwiêków na tym samym source,
- // jeœli s¹ one odtwarzane przez .Play() i nie u¿ywaj¹ tego samego kana³u.
+ // PlayOneShot jest dobre dla efekt�w, nie przerywa innych d�wi�k�w na tym samym source,
+ // je�li s� one odtwarzane przez .Play() i nie u�ywaj� tego samego kana�u.
sourceComponent.PlayOneShot(clipToPlay);
if (destroyAfterPlaying)
{
- // Niszczymy obiekt GameObject zawieraj¹cy AudioSource po zakoñczeniu odtwarzania klipu.
- // Dodajemy ma³y bufor czasowy, aby upewniæ siê, ¿e dŸwiêk zd¹¿y siê odtworzyæ w ca³oœci.
+ // Niszczymy obiekt GameObject zawieraj�cy AudioSource po zako�czeniu odtwarzania klipu.
+ // Dodajemy ma�y bufor czasowy, aby upewni� si�, �e d�wi�k zd��y si� odtworzy� w ca�o�ci.
Destroy(audioObjectInstance, clipToPlay.length + 0.1f);
}
}
else
{
Debug.LogWarning("The instantiated 'audioSource' prefab (from Player.cs) does not have an AudioSource component. Destroying instance.");
- Destroy(audioObjectInstance); // Posprz¹taj, jeœli coœ posz³o nie tak
+ Destroy(audioObjectInstance); // Posprz�taj, je�li co� posz�o nie tak
}
}
diff --git a/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs b/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs
index 6c7d78093..c5e5621e3 100644
--- a/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs
+++ b/Assets/Scripts/InvectorDerivatives/bMeleeAttackControl.cs
@@ -13,6 +13,11 @@ namespace Invector.vMelee
public class bMeleeAttackControl : StateMachineBehaviour
{
+ // --- MODIFICATION: Static variable to track the currently active attack state ---
+ private static int activeAttackInstanceId = 0;
+ private int myAttackInstanceId;
+ // --- END MODIFICATION ---
+
[Header("Damage Window")]
[Tooltip("NormalizedTime of Active Damage")]
public float startDamage = 0.05f;
@@ -37,10 +42,8 @@ namespace Invector.vMelee
public float senselessTime;
[Header("Attack Flow")]
- [Tooltip("Check true in the last attack of your combo to reset the FSM attack triggers.")]
- public bool resetAttackTrigger;
- [Tooltip("Normalized time point to reset attack triggers. (Used only if Combo Timing Window is disabled)")]
- public float resetTriggerBeforeTime = 0.5f;
+ [Tooltip("Normalized time point to start allowing the next attack input.")]
+ public float blockInputBeforeTime = 0.5f;
[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.")]
@@ -62,7 +65,6 @@ namespace Invector.vMelee
[Tooltip("How close the character should get to the target.")]
public float stoppingDistance = 1.2f;
- // --- MODIFIED: Switched to a real-time duration model ---
[Header("Combo Timing Window")]
[Tooltip("Enable a special timing window at the end of the attack to chain the next combo hit.")]
public bool useComboTimingWindow = false;
@@ -76,7 +78,6 @@ namespace Invector.vMelee
[Tooltip("The time scale to use during the combo window for a slow-motion effect.")]
public float comboWindowTimeScale = 0.1f;
- // --- END MODIFICATION ---
[Header("Slow Motion Settings")]
[Tooltip("Enable slow motion effect during this attack based on conditions below.")]
@@ -104,25 +105,30 @@ namespace Invector.vMelee
private bThirdPersonController _characterController;
private bool _isRotationLockedByThis;
- private bool _comboWindowEffectTriggered; // --- NEW ---: Tracks if the slow-mo effect has been fired.
+ private bool _comboWindowEffectTriggered;
private Animator _animator;
+
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
- if (_animator == null) _animator = animator;
+ if (_animator == null) _animator = animator;
+
+ // --- MODIFICATION: Assign a unique ID to this state instance ---
+ myAttackInstanceId = ++activeAttackInstanceId;
+ // --- END MODIFICATION ---
mFighter = animator.GetComponent();
_characterController = animator.GetComponent();
if (Player.Instance != null)
_autoTargettingInstance = Player.Instance.AutoTarget;
-
+
if (_autoTargettingInstance == null && debug)
Debug.LogWarning($"({damageType}) AutoTargetting instance not found. Rotation/Target features limited.");
isAttacking = true;
isActive = false;
m_hasScaledTime = false;
- _comboWindowEffectTriggered = false; // --- NEW ---: Reset the flag on enter.
+ _comboWindowEffectTriggered = false;
if (_characterController != null)
{
@@ -134,26 +140,54 @@ namespace Invector.vMelee
mFighter.OnEnableAttack();
if (debug)
- Debug.Log($"({damageType}) OnStateEnter. The trigger that started this state has been consumed by the Animator.");
+ Debug.Log($"({damageType}, ID: {myAttackInstanceId}) OnStateEnter. Now the authoritative state.");
+
+ // --- MODIFICATION: Immediately block input on enter ---
+ // This ensures the new state takes control right away.
+ BlockAttack(true);
+ // --- END MODIFICATION ---
if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage;
if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage;
}
+
+ void BlockAttack(bool block)
+ {
+ // --- MODIFICATION: Only allow the authoritative state to change the lock ---
+ if (myAttackInstanceId != activeAttackInstanceId)
+ {
+ if(debug) Debug.Log($"({damageType}, ID: {myAttackInstanceId}) Tried to change block but I am not the active instance ({activeAttackInstanceId}). Ignoring.");
+ return;
+ }
+ // --- END MODIFICATION ---
+
+ if (Player.Instance != null)
+ {
+ var meleeInput = Player.Instance.MeleeCombatInput;
+ if (meleeInput != null)
+ {
+ if (meleeInput.BlockAttack != block) // Only log/change if there is a change
+ {
+ if(debug) Debug.Log($"({damageType}, ID: {myAttackInstanceId}) Setting BlockAttack to: {block}");
+ meleeInput.BlockAttack = block;
+ }
+ }
+ }
+ }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
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;
-
- // --- NEW: Centralized combo logic management ---
+
ManageComboLogic(currentNormalizedTime);
-
+
if (_characterController != null && _characterController.lockRotation)
- AttemptRotationTowardsAutoTarget(animator);
-
+ AttemptRotationTowardsAutoTarget(animator);
+
AttemptPositionLerp(animator);
UpdateRotationLock(currentNormalizedTime);
@@ -173,16 +207,16 @@ namespace Invector.vMelee
ActiveDamage(animator, false);
}
- if (isAttacking && currentNormalizedTime > endDamage)
+ if (isAttacking && currentNormalizedTime > endDamage)
{
if (mFighter != null) mFighter.OnDisableAttack();
- isAttacking = false;
+ isAttacking = false;
}
}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
- if (debug) Debug.Log($"({damageType}) OnStateExit.");
+ if (debug) Debug.Log($"({damageType}, ID: {myAttackInstanceId}) OnStateExit.");
if (isActive)
{
@@ -195,63 +229,53 @@ namespace Invector.vMelee
isAttacking = false;
m_hasScaledTime = false;
-
- // The TimeController now reliably handles resetting the time scale via its own coroutine.
- // A manual reset here is no longer necessary and could cause conflicts.
-/*
- if (mFighter != null && resetAttackTrigger)
+
+ if (_comboWindowEffectTriggered && TimeController.Instance != null)
{
- mFighter.ResetAttackTriggers();
- if (debug) Debug.Log($"({damageType}) Final trigger reset on exit due to 'Reset Attack Trigger' flag.");
+ _comboWindowEffectTriggered = false;
+ TimeController.Instance.Reset();
}
-*/
+
if (_characterController != null && _isRotationLockedByThis)
{
_characterController.lockRotation = false;
_isRotationLockedByThis = false;
}
+
+ // --- MODIFICATION: When exiting, ensure the attack is unblocked. ---
+ // This is a safety net. If this was the last attack in a combo,
+ // we need to make sure the input is unlocked for future actions.
+ BlockAttack(false);
+ // --- END MODIFICATION ---
}
- ///
- /// Manages the combo logic, including input window and time scale effects.
- ///
private void ManageComboLogic(float currentNormalizedTime)
{
- if (!useComboTimingWindow)
+ if (blockInputBeforeTime > 0f)
{
- // Fallback to old logic if new system is disabled for this state
- if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)
+ if (currentNormalizedTime >= blockInputBeforeTime)
{
- if (mFighter != null)
- mFighter.ResetAttackTriggers();
+ BlockAttack(false); // Unlock input
+ }
+ else
+ {
+ BlockAttack(true); // Block input
}
- return;
}
+
+ if (!useComboTimingWindow) return;
- // --- FIX 2: Corrected window logic ---
bool isInsideWindow = currentNormalizedTime >= comboWindowStartTime;
if (isInsideWindow)
{
- // --- We are INSIDE the combo window ---
- // We STOP resetting the trigger to allow the player's input to register.
-
if (!_comboWindowEffectTriggered && TimeController.Instance != null)
{
_comboWindowEffectTriggered = true;
-
TimeController.Instance.SetTimeScaleForRealTimeSec(comboWindowTimeScale, comboWindowDuration, false);
-
- if (debug) Debug.Log($"({damageType}) COMBO WINDOW OPEN. Accepting input. Animator mode set to UnscaledTime.");
+ if (debug) Debug.Log($"({damageType}) COMBO WINDOW OPEN. Accepting input.");
}
}
- else
- {
- // --- We are OUTSIDE the combo window ---
- // We continuously reset the trigger to consume any premature/late input.
- if (mFighter != null)
- mFighter.ResetAttackTriggers();
- }
}
// --- Other methods remain unchanged ---
diff --git a/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs b/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs
index 079222d0e..9d2b21a6c 100644
--- a/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs
+++ b/Assets/Scripts/InvectorDerivatives/bMeleeCombatInput.cs
@@ -4,6 +4,7 @@ using Invector.vEventSystems;
using Invector.vMelee;
using UnityEngine;
using System.Collections;
+using UnityEngine.Android;
namespace Beyond
{
@@ -23,6 +24,8 @@ namespace Beyond
internal vMeleeManager meleeManager;
protected bool _isAttacking;
+ public bool BlockAttack { get; set; }
+
public bool isAttacking
{
get => _isAttacking || (cc != null && cc.IsAnimatorTag("Attack"));
@@ -87,16 +90,17 @@ namespace Beyond
autoTargeting = GetComponent();
if (autoTargeting == null && Player.Instance != null && Player.Instance.gameObject == this.gameObject)
{
- autoTargeting = Player.Instance.GetComponent();
+ autoTargeting = Player.Instance.GetComponent();
}
if (autoTargeting == null && cc != null && cc.transform.root != null)
{
- autoTargeting = cc.transform.root.GetComponentInChildren(true);
+ autoTargeting = cc.transform.root.GetComponentInChildren(true);
}
if (autoTargeting == null)
{
Debug.LogWarning("bMeleeCombatInput: AutoTargetting component not found. Dash towards target will require manual aiming.");
}
+ BlockAttack = false;
}
protected override void LateUpdate()
@@ -148,6 +152,10 @@ namespace Beyond
{
cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
cc.animator.SetTrigger(vAnimatorParameters.WeakAttack);
+ if (TimeController.Instance != null)
+ {
+ TimeController.Instance.Reset(); // Ensure normal time scale on attack start
+ }
}
public virtual void MeleeStrongAttackInput()
@@ -237,7 +245,7 @@ namespace Beyond
public virtual bool MeleeAttackConditions()
{
if (meleeManager == null) meleeManager = GetComponent();
- return meleeManager != null && cc != null && cc.isGrounded && !cc.customAction && !cc.IsAnimatorTag("special") &&
+ return !BlockAttack && meleeManager != null && cc != null && cc.isGrounded && !cc.customAction && !cc.IsAnimatorTag("special") &&
!cc.isJumping && !cc.isCrouching && !cc.isRolling && !isEquipping &&
(cc.animator != null && !cc.animator.IsInTransition(cc.baseLayer)) && !isRotatingAndDashing;
}
diff --git a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs
index 5c198910c..74259e5e3 100644
--- a/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs
+++ b/Assets/Scripts/InvectorDerivatives/bThirdPersonController.cs
@@ -18,10 +18,6 @@ namespace Beyond
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.")]
@@ -31,15 +27,19 @@ namespace Beyond
[Tooltip("The name of the animation state to play when rolling right while strafing.")]
public string strafeRollRightAnim = "Roll_Right";
- // --- UPDATED FIELDS FOR INDEPENDENT CONTROL ---
+ // --- UPDATED FIELDS FOR FINER CONTROL ---
[Header("Beyond's Strafe Roll Correction")]
- [Tooltip("The fixed angle to rotate the character before a LEFT strafe roll.")]
- [Range(0f, 90f)]
- public float strafeRollLeftCorrectionAngle = 45f;
+ [Tooltip("An additional angle to apply for a LEFT strafe roll.")]
+ [Range(-90f, 90f)]
+ public float strafeRollLeftCorrectionAngle = -45f;
- [Tooltip("The fixed angle to rotate the character before a RIGHT strafe roll.")]
- [Range(0f, 90f)]
- public float strafeRollRightCorrectionAngle = 70f;
+ [Tooltip("An additional angle to apply for a RIGHT strafe roll.")]
+ [Range(-90f, 90f)]
+ public float strafeRollRightCorrectionAngle = 45f;
+
+ [Tooltip("An additional angle to apply for a BACKWARD strafe roll. Use 0 for a standard 180-degree roll.")]
+ [Range(-180f, 180f)]
+ public float strafeRollBackwardCorrectionAngle = 0f;
// --- END OF UPDATED FIELDS ---
public bool GodMode
@@ -64,27 +64,21 @@ namespace Beyond
protected override void RollBehavior()
{
- // If we are not strafing, use the default Invector roll behavior.
if (!isStrafing)
{
base.RollBehavior();
return;
}
-
- // Custom Strafe Roll with Root Motion (no rotation logic needed here anymore)
if (!isRolling)
{
return;
}
-
Vector3 deltaPosition = new Vector3(animator.deltaPosition.x, 0f, animator.deltaPosition.z);
Vector3 v = (deltaPosition / Time.deltaTime) * (1f - stopMoveWeight);
-
if (rollUseGravity && animator.GetNormalizedTime(baseLayer) >= rollUseGravityTime)
{
v.y = _rigidbody.linearVelocity.y;
}
-
_rigidbody.linearVelocity = v;
}
@@ -120,7 +114,12 @@ namespace Beyond
}
}
- // --- MODIFIED METHOD WITH TWO-ANGLE LOGIC ---
+ // --- FINAL ROBUST METHOD ---
+ // This logic now handles all specified cases:
+ // 1. Sets a base rotation facing the camera to ensure consistency.
+ // 2. Defaults to a backward roll if input is near-zero (fixing the lingering roll issue).
+ // 3. Never uses the forward roll; it triggers a backward roll instead.
+ // 4. Applies a unique correction angle for backward rolls as well as side rolls.
private void TriggerStrafeRoll(string forwardAnim, string backwardAnim, string leftAnim, string rightAnim)
{
OnRoll.Invoke();
@@ -129,42 +128,59 @@ namespace Beyond
currentStaminaRecoveryDelay = 2f;
string animToPlay;
+ float correctionAngle = 0f;
- // Prioritize side rolls based on horizontal input.
- if (Mathf.Abs(horizontalSpeed) > strafeRollInputThreshold)
+ // Determine the base "forward" direction from the camera, ignoring vertical tilt.
+ Vector3 baseForward = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
+ if (baseForward == Vector3.zero) baseForward = transform.forward; // Fallback
+
+ // Set the character's rotation to this base direction. This provides a clean slate.
+ transform.rotation = Quaternion.LookRotation(baseForward);
+
+ // Check if input is negligible (joystick is centered).
+ // input.sqrMagnitude is more efficient than input.magnitude. 0.1*0.1=0.01.
+ if (input.sqrMagnitude < 0.01f)
{
- float correction = 0f;
-
- // Check if rolling right (positive horizontal speed)
- if (horizontalSpeed > 0)
- {
- animToPlay = rightAnim;
- // For a right roll, we apply a negative rotation (turn left) to angle the trajectory forward.
- correction = -strafeRollRightCorrectionAngle;
- }
- // Otherwise, rolling left
- else
- {
- animToPlay = leftAnim;
- // For a left roll, we apply a positive rotation (turn right) to angle the trajectory forward.
- correction = strafeRollLeftCorrectionAngle;
- }
-
- // Apply the calculated rotation instantly around the Y-axis.
- if (correction != 0)
- {
- transform.Rotate(0, correction, 0);
- }
+ // If no input, always perform a backward roll.
+ animToPlay = backwardAnim;
+ correctionAngle = strafeRollBackwardCorrectionAngle;
}
- // If horizontal input is not met, default to the backward roll.
else
{
- animToPlay = backwardAnim;
+ // If there IS input, determine the dominant direction.
+ if (Mathf.Abs(verticalSpeed) >= Mathf.Abs(horizontalSpeed))
+ {
+ // Vertical input is dominant.
+ // ALWAYS use the backward roll, regardless of forward or backward input.
+ animToPlay = backwardAnim;
+ correctionAngle = strafeRollBackwardCorrectionAngle;
+ }
+ else
+ {
+ // Horizontal input is dominant.
+ if (horizontalSpeed > 0)
+ {
+ animToPlay = rightAnim;
+ correctionAngle = strafeRollRightCorrectionAngle;
+ }
+ else
+ {
+ animToPlay = leftAnim;
+ correctionAngle = strafeRollLeftCorrectionAngle;
+ }
+ }
}
-
+
+ // Apply the chosen correction angle if it's not zero.
+ if (correctionAngle != 0f)
+ {
+ transform.Rotate(0, correctionAngle, 0);
+ }
+
+ // Play the selected animation.
animator.CrossFadeInFixedTime(animToPlay, rollTransition, baseLayer);
}
- // --- END OF MODIFIED METHOD ---
+ // --- END OF FINAL METHOD ---
public void OnEvadeStart() { if (!m_GodMode) isImmortal = true; }
public void OnEvadeEnd() { if (!m_GodMode) isImmortal = false; }
diff --git a/Assets/Settings/High_PipelineAsset.asset b/Assets/Settings/High_PipelineAsset.asset
index 64ba3c7e7..d03540950 100644
--- a/Assets/Settings/High_PipelineAsset.asset
+++ b/Assets/Settings/High_PipelineAsset.asset
@@ -129,6 +129,8 @@ MonoBehaviour:
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 0
m_PrefilterUseLegacyLightmaps: 0
+ m_PrefilterReflectionProbeBlending: 1
+ m_PrefilterReflectionProbeBoxProjection: 1
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0
m_Textures:
diff --git a/Assets/Settings/LWRP-HighQuality.asset b/Assets/Settings/LWRP-HighQuality.asset
index 2ca5abe9b..66ba2e05d 100644
--- a/Assets/Settings/LWRP-HighQuality.asset
+++ b/Assets/Settings/LWRP-HighQuality.asset
@@ -129,6 +129,8 @@ MonoBehaviour:
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 1
m_PrefilterUseLegacyLightmaps: 0
+ m_PrefilterReflectionProbeBlending: 0
+ m_PrefilterReflectionProbeBoxProjection: 0
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 2
m_Textures:
diff --git a/Assets/Settings/Low_PipelineAsset.asset b/Assets/Settings/Low_PipelineAsset.asset
index 5d7c40b17..bfa877d1c 100644
--- a/Assets/Settings/Low_PipelineAsset.asset
+++ b/Assets/Settings/Low_PipelineAsset.asset
@@ -129,6 +129,8 @@ MonoBehaviour:
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 0
m_PrefilterUseLegacyLightmaps: 0
+ m_PrefilterReflectionProbeBlending: 1
+ m_PrefilterReflectionProbeBoxProjection: 1
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0
m_Textures:
diff --git a/Assets/Settings/Medium_PipelineAsset.asset b/Assets/Settings/Medium_PipelineAsset.asset
index a6197f824..a83f88d3f 100644
--- a/Assets/Settings/Medium_PipelineAsset.asset
+++ b/Assets/Settings/Medium_PipelineAsset.asset
@@ -129,6 +129,8 @@ MonoBehaviour:
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 0
m_PrefilterUseLegacyLightmaps: 0
+ m_PrefilterReflectionProbeBlending: 1
+ m_PrefilterReflectionProbeBoxProjection: 1
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0
m_Textures:
diff --git a/Assets/Settings/Very Low_PipelineAsset.asset b/Assets/Settings/Very Low_PipelineAsset.asset
index f4bce9cd6..2b580adf5 100644
--- a/Assets/Settings/Very Low_PipelineAsset.asset
+++ b/Assets/Settings/Very Low_PipelineAsset.asset
@@ -129,6 +129,8 @@ MonoBehaviour:
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 0
m_PrefilterUseLegacyLightmaps: 0
+ m_PrefilterReflectionProbeBlending: 1
+ m_PrefilterReflectionProbeBoxProjection: 1
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0
m_Textures:
diff --git a/Assets/SwordAnimsetPro/Animations/RootPlace/Attack_Combo_02_04_Anim.FBX.meta b/Assets/SwordAnimsetPro/Animations/RootPlace/Attack_Combo_02_04_Anim.FBX.meta
index 962c7397e..00937aee6 100644
--- a/Assets/SwordAnimsetPro/Animations/RootPlace/Attack_Combo_02_04_Anim.FBX.meta
+++ b/Assets/SwordAnimsetPro/Animations/RootPlace/Attack_Combo_02_04_Anim.FBX.meta
@@ -1,7 +1,14 @@
fileFormatVersion: 2
guid: 33155b0e0a894984aaa6d5beee3b6e77
+AssetOrigin:
+ serializedVersion: 1
+ productId: 269483
+ packageName: One Handed Sword Animset Pro
+ packageVersion: 1.0
+ assetPath: Assets/SwordAnimsetPro/Animations/RootPlace/Attack_Combo_02_04_Anim.FBX
+ uploadId: 738342
ModelImporter:
- serializedVersion: 21300
+ serializedVersion: 22200
internalIDToNameTable:
- first:
74: 1827226128182048838
@@ -19,8 +26,6 @@ ModelImporter:
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
- rigImportErrors:
- rigImportWarnings:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
@@ -47,11 +52,11 @@ ModelImporter:
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
- loopTime: 1
+ loopTime: 0
loopBlend: 0
loopBlendOrientation: 1
loopBlendPositionY: 1
- loopBlendPositionXZ: 1
+ loopBlendPositionXZ: 0
keepOriginalOrientation: 1
keepOriginalPositionY: 1
keepOriginalPositionXZ: 1
@@ -212,6 +217,7 @@ ModelImporter:
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
+ importPhysicalCameras: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
@@ -239,6 +245,7 @@ ModelImporter:
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
+ strictVertexDataChecks: 0
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
@@ -412,14 +419,6 @@ ModelImporter:
value: {x: 0, y: 0, z: 0}
length: 0
modified: 0
- - boneName: ball_r
- humanName: RightToes
- limit:
- min: {x: 0, y: 0, z: 0}
- max: {x: 0, y: 0, z: 0}
- value: {x: 0, y: 0, z: 0}
- length: 0
- modified: 0
- boneName: thumb_01_l
humanName: Left Thumb Proximal
limit:
@@ -669,400 +668,357 @@ ModelImporter:
length: 0
modified: 0
skeleton:
- - name: Armature(Clone)
+ - name: Attack_Combo_02_04_Anim(Clone)
parentName:
position: {x: 0, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- - name: Geometry
- parentName: Armature(Clone)
- position: {x: -0, y: 0, z: 0}
- rotation: {x: 0.00000008146034, y: 0, z: -0, w: 1}
- scale: {x: 1, y: 1, z: 1}
- - name: Armature_Mesh 1
- parentName: Geometry
- position: {x: -0, y: 0, z: 0}
- rotation: {x: 0, y: -0, z: -0, w: 1}
- scale: {x: 1, y: 1, z: 1}
- name: root
- parentName: Armature(Clone)
- position: {x: -0, y: 0, z: 0}
- rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_foot_root
- parentName: root
- position: {x: -0, y: 0, z: 0}
- rotation: {x: 0, y: -0, z: -0, w: 1}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_foot_l
- parentName: ik_foot_root
- position: {x: -0.1707627, y: 0.080721274, z: 0.13465731}
- rotation: {x: 0.020529665, y: 0.71223336, z: -0.01172283, w: 0.7015445}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_foot_r
- parentName: ik_foot_root
- position: {x: 0.17076288, y: 0.08072148, z: 0.13465573}
- rotation: {x: 0.70154446, y: 0.011725438, z: 0.71223336, w: -0.020532234}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_hand_root
- parentName: root
- position: {x: -0, y: 0, z: 0}
- rotation: {x: 0, y: -0, z: -0, w: 1}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_hand_gun
- parentName: ik_hand_root
- position: {x: 0.56646097, y: 0.0033541175, z: 1.1167965}
- rotation: {x: 0.6188494, y: 0.069541104, z: -0.38913622, w: 0.67879486}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_hand_l
- parentName: ik_hand_gun
- position: {x: -0.77885526, y: -0.6960196, z: 0.43869558}
- rotation: {x: 0.68747425, y: 0.61435777, z: -0.38722563, w: -0.000000527876}
- scale: {x: 1, y: 1, z: 1}
- - name: ik_hand_r
- parentName: ik_hand_gun
- position: {x: -0, y: 0, z: 0}
- rotation: {x: 0.000000007450579, y: 0.0000000074505784, z: -0.000000089406946,
- w: 1}
- scale: {x: 1, y: 1, z: 1}
+ parentName: Attack_Combo_02_04_Anim(Clone)
+ position: {x: 0.00000019311905, y: -0.00000045776366, z: 0.000000054563714}
+ rotation: {x: -0.7071068, y: 0.00000034771128, z: 0.000000094830334, w: 0.7071068}
+ scale: {x: 1.0000007, y: 1.0000008, z: 1.0000005}
- name: pelvis
parentName: root
- position: {x: 1.6940659e-23, y: 0.010561532, z: 0.967506}
- rotation: {x: 0.0012919111, y: 0.7071056, z: 0.0012919111, w: 0.70710564}
- scale: {x: 1, y: 1, z: 1}
- - name: Weapon_Waist
- parentName: pelvis
- position: {x: -0.033212814, y: -0.013039031, z: -0.22270256}
- rotation: {x: -0.27525714, y: 0.67732406, z: 0.5421512, w: -0.41417116}
- scale: {x: 1, y: 1, z: 1}
+ position: {x: 0.0015526001, y: 0, z: 0.89949095}
+ rotation: {x: -0.180187, y: 0.7303708, z: -0.0602064, w: 0.6560993}
+ scale: {x: 1, y: 1, z: 1.0000001}
- name: spine_01
parentName: pelvis
- position: {x: -0.10808952, y: -0.008514154, z: -1.0004442e-13}
- rotation: {x: 1.9816575e-12, y: -1.2530104e-13, z: 0.06238869, w: 0.99805194}
- scale: {x: 1, y: 1, z: 1}
+ position: {x: -0.1080888, y: -0.008514154, z: 0.000000019073486}
+ rotation: {x: 0.071059406, y: -0.025649605, z: 0.098846145, w: 0.9922309}
+ scale: {x: 1.0000001, y: 1, z: 0.99999994}
- name: spine_02
parentName: spine_01
- position: {x: -0.1887535, y: 0.0380116, z: 5.9673766e-10}
- rotation: {x: 1.9856304e-12, y: -8.666872e-15, z: -0.122419976, w: 0.99247843}
- scale: {x: 1, y: 1, z: 1}
+ position: {x: -0.1887535, y: 0.03801159, z: 0}
+ rotation: {x: 0.1130694, y: -0.045137748, z: 0.23324236, w: 0.9647673}
+ scale: {x: 0.99999994, y: 1, z: 0.99999994}
- name: spine_03
parentName: spine_02
- position: {x: -0.13407394, y: 0.0042047976, z: 1.1823431e-13}
- rotation: {x: 1.5723038e-12, y: 2.2838824e-13, z: -0.02425258, w: 0.9997059}
- scale: {x: 1, y: 1, z: 1}
- - name: Weapon_B_B
- parentName: spine_03
- position: {x: -0.13291, y: 0.17242967, z: -0.08474755}
- rotation: {x: -0.077171534, y: 0.9732335, z: 0.009727723, w: 0.21625552}
- scale: {x: 1, y: 1, z: 1}
- - name: Weapon_B_A
- parentName: spine_03
- position: {x: -0.1443399, y: 0.1984746, z: 0.08800269}
- rotation: {x: 0.21625581, y: 0.009727914, z: 0.97323346, w: -0.07717145}
- scale: {x: 0.999999, y: 1.000001, z: 1}
- - name: neck_01
- parentName: spine_03
- position: {x: -0.16558838, y: -0.0035531996, z: -5.9652394e-10}
- rotation: {x: 7.9457805e-13, y: -3.4253748e-14, z: 0.20371033, w: 0.9790312}
- scale: {x: 1, y: 1, z: 1}
- - name: head
- parentName: neck_01
- position: {x: -0.09283508, y: 0.00364151, z: -5.002221e-14}
- rotation: {x: 3.9399622e-13, y: -6.0260296e-14, z: -0.13354221, w: 0.99104315}
- scale: {x: 1, y: 1, z: 1}
+ position: {x: -0.13407329, y: 0.00420475, z: 0.000000028610229}
+ rotation: {x: 0.026746681, y: 0.04008734, z: 0.05746506, w: 0.99718374}
+ scale: {x: 1.0000001, y: 1.0000001, z: 0.9999999}
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parentName: spine_03
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diff --git a/Assets/ThirdParty/ANIMATIONS/LongswordAnimsetPro/Animations/Longsword_Animset_pt2.fbx.meta b/Assets/ThirdParty/ANIMATIONS/LongswordAnimsetPro/Animations/Longsword_Animset_pt2.fbx.meta
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sounds:
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