Added tree grwoth camera animation, fixed combat camera state, fixed many errors in the console
This commit is contained in:
@@ -1,4 +1,5 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
@@ -262,15 +263,21 @@ namespace Invector.vCharacterController.AI
|
||||
|
||||
protected override void OnAnimatorMove()
|
||||
{
|
||||
if (Time.deltaTime == 0) return;
|
||||
if (!customAction && useNavMeshAgent && navMeshAgent && navMeshAgent.enabled)
|
||||
{
|
||||
navMeshAgent.velocity = ((animator.deltaPosition) / Time.deltaTime) * Mathf.Clamp(remainingDistanceWithoutAgent - stopingDistance, 0, 1f);
|
||||
//navMeshAgent.speed = Mathf.Clamp((float)System.Math.Round((double)(animator.deltaPosition / Time.deltaTime).magnitude , 2), 0.5f, maxSpeed);
|
||||
navMeshAgent.speed = Mathf.Lerp(navMeshAgent.speed, maxSpeed, aceleration * Time.deltaTime);
|
||||
navMeshAgent.nextPosition = animator.rootPosition;
|
||||
try {
|
||||
if (Time.deltaTime == 0 || animator == null) return;
|
||||
|
||||
if (!customAction && useNavMeshAgent && navMeshAgent && navMeshAgent.enabled)
|
||||
{
|
||||
navMeshAgent.velocity = ((animator.deltaPosition) / Time.deltaTime) * Mathf.Clamp(remainingDistanceWithoutAgent - stopingDistance, 0, 1f);
|
||||
//navMeshAgent.speed = Mathf.Clamp((float)System.Math.Round((double)(animator.deltaPosition / Time.deltaTime).magnitude , 2), 0.5f, maxSpeed);
|
||||
navMeshAgent.speed = Mathf.Lerp(navMeshAgent.speed, maxSpeed, aceleration * Time.deltaTime);
|
||||
navMeshAgent.nextPosition = animator.rootPosition;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e, this);
|
||||
}
|
||||
|
||||
base.OnAnimatorMove();
|
||||
}
|
||||
|
||||
@@ -317,7 +324,7 @@ namespace Invector.vCharacterController.AI
|
||||
_currentWaypoint = GetNearPointIndex();
|
||||
|
||||
else if (_randomWaypoint)
|
||||
_currentWaypoint = Random.Range(0, waypoints.Count);
|
||||
_currentWaypoint = UnityEngine.Random.Range(0, waypoints.Count);
|
||||
else _currentWaypoint = 0;
|
||||
|
||||
}
|
||||
@@ -325,7 +332,7 @@ namespace Invector.vCharacterController.AI
|
||||
if (isWaypointStarted)
|
||||
{
|
||||
if (_randomWaypoint)
|
||||
_currentWaypoint = Random.Range(0, waypoints.Count);
|
||||
_currentWaypoint = UnityEngine.Random.Range(0, waypoints.Count);
|
||||
else
|
||||
_currentWaypoint++;
|
||||
|
||||
@@ -1066,7 +1073,7 @@ namespace Invector.vCharacterController.AI
|
||||
{
|
||||
var waypoints = value.GetValidPoints();
|
||||
if (_randomStartingPoint)
|
||||
_currentWaypoint = Random.Range(0, waypoints.Count);
|
||||
_currentWaypoint = UnityEngine.Random.Range(0, waypoints.Count);
|
||||
}
|
||||
_waypointArea = value;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user