Added tree grwoth camera animation, fixed combat camera state, fixed many errors in the console
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@@ -27,7 +27,10 @@ namespace Invector.vCharacterController
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[vEditorToolbar("Debug", order = 9)]
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[HideInInspector]
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public bool debugActionListener;
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public Animator animator { get; protected set; }
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public Animator animator
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{ get;
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protected set;
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}
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public bool ragdolled { get; set; }
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[vEditorToolbar("Events")]
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@@ -85,7 +85,9 @@ namespace Invector
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if (transform == null) return false;
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var animator = transform.GetComponent<Animator>();
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if (animator == null) return false;
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var leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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Transform leftFoot = null;
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if (animator.isHuman)
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leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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vFootStepTrigger leftFoot_trigger = null;
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if (leftFoot != null)
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leftFoot_trigger = leftFoot.GetComponentInChildren<vFootStepTrigger>();
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@@ -112,7 +114,9 @@ namespace Invector
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collider.radius = 0.1f;
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}
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var rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
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Transform rightFoot = null;
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if (animator.isHuman)
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rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
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vFootStepTrigger rightFoot_trigger = null;
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if (rightFoot != null)
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rightFoot_trigger = rightFoot.GetComponentInChildren<vFootStepTrigger>();
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@@ -1,4 +1,5 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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@@ -262,15 +263,21 @@ namespace Invector.vCharacterController.AI
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protected override void OnAnimatorMove()
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{
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if (Time.deltaTime == 0) return;
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if (!customAction && useNavMeshAgent && navMeshAgent && navMeshAgent.enabled)
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{
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navMeshAgent.velocity = ((animator.deltaPosition) / Time.deltaTime) * Mathf.Clamp(remainingDistanceWithoutAgent - stopingDistance, 0, 1f);
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//navMeshAgent.speed = Mathf.Clamp((float)System.Math.Round((double)(animator.deltaPosition / Time.deltaTime).magnitude , 2), 0.5f, maxSpeed);
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navMeshAgent.speed = Mathf.Lerp(navMeshAgent.speed, maxSpeed, aceleration * Time.deltaTime);
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navMeshAgent.nextPosition = animator.rootPosition;
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try {
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if (Time.deltaTime == 0 || animator == null) return;
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if (!customAction && useNavMeshAgent && navMeshAgent && navMeshAgent.enabled)
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{
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navMeshAgent.velocity = ((animator.deltaPosition) / Time.deltaTime) * Mathf.Clamp(remainingDistanceWithoutAgent - stopingDistance, 0, 1f);
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//navMeshAgent.speed = Mathf.Clamp((float)System.Math.Round((double)(animator.deltaPosition / Time.deltaTime).magnitude , 2), 0.5f, maxSpeed);
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navMeshAgent.speed = Mathf.Lerp(navMeshAgent.speed, maxSpeed, aceleration * Time.deltaTime);
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navMeshAgent.nextPosition = animator.rootPosition;
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}
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}
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catch (Exception e)
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{
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Debug.LogException(e, this);
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}
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base.OnAnimatorMove();
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}
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@@ -317,7 +324,7 @@ namespace Invector.vCharacterController.AI
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_currentWaypoint = GetNearPointIndex();
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else if (_randomWaypoint)
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_currentWaypoint = Random.Range(0, waypoints.Count);
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_currentWaypoint = UnityEngine.Random.Range(0, waypoints.Count);
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else _currentWaypoint = 0;
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}
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@@ -325,7 +332,7 @@ namespace Invector.vCharacterController.AI
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if (isWaypointStarted)
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{
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if (_randomWaypoint)
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_currentWaypoint = Random.Range(0, waypoints.Count);
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_currentWaypoint = UnityEngine.Random.Range(0, waypoints.Count);
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else
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_currentWaypoint++;
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@@ -1066,7 +1073,7 @@ namespace Invector.vCharacterController.AI
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{
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var waypoints = value.GetValidPoints();
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if (_randomStartingPoint)
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_currentWaypoint = Random.Range(0, waypoints.Count);
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_currentWaypoint = UnityEngine.Random.Range(0, waypoints.Count);
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}
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_waypointArea = value;
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}
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