mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
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Player Animations
-Configured the human avatar and avatar masks -Added aiming animation -Added Idle animation
This commit is contained in:
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|
||||||
@@ -65,7 +70,7 @@ AnimatorStateMachine:
|
|||||||
m_EntryPosition: {x: 50, y: 120, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
|
||||||
m_ExitPosition: {x: 800, y: 120, z: 0}
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m_ExitPosition: {x: 800, y: 120, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: 0}
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--- !u!91 &9100000
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--- !u!91 &9100000
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AnimatorController:
|
AnimatorController:
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||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@@ -75,12 +80,18 @@ AnimatorController:
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m_Name: HumanAnimationControler
|
m_Name: HumanAnimationControler
|
||||||
serializedVersion: 5
|
serializedVersion: 5
|
||||||
m_AnimatorParameters:
|
m_AnimatorParameters:
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||||||
|
- m_Name: Time
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||||||
|
m_Type: 1
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||||||
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m_DefaultFloat: 1
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m_Controller: {fileID: 9100000}
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- m_Name: Blend
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- m_Name: Blend
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m_Type: 1
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m_DefaultFloat: 0
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m_DefaultInt: 0
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m_Controller: {fileID: 0}
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m_Controller: {fileID: 9100000}
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m_AnimatorLayers:
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m_AnimatorLayers:
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||||||
- serializedVersion: 5
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- serializedVersion: 5
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||||||
m_Name: Base Layer
|
m_Name: Base Layer
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||||||
@@ -94,14 +105,38 @@ AnimatorController:
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|||||||
m_IKPass: 0
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m_IKPass: 0
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m_SyncedLayerAffectsTiming: 0
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m_SyncedLayerAffectsTiming: 0
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m_Controller: {fileID: 9100000}
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m_Controller: {fileID: 9100000}
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--- !u!1102 &1753614070743940096
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- serializedVersion: 5
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m_Name: idle
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m_StateMachine: {fileID: 6188539927546276906}
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m_Mask: {fileID: 0}
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m_Motions: []
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m_Behaviours: []
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m_SyncedLayerIndex: -1
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m_DefaultWeight: 1
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m_SyncedLayerAffectsTiming: 0
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m_Controller: {fileID: 9100000}
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- serializedVersion: 5
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m_Name: yeet3
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m_StateMachine: {fileID: 2359803421989368082}
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m_Mask: {fileID: 31900000, guid: 6c0f24f42b987ce4884915e4f15bba46, type: 2}
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m_Motions: []
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m_Behaviours: []
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m_BlendingMode: 0
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m_SyncedLayerIndex: -1
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m_DefaultWeight: 1
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m_IKPass: 0
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m_SyncedLayerAffectsTiming: 0
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m_Controller: {fileID: 9100000}
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--- !u!1102 &111108561234939883
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AnimatorState:
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AnimatorState:
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serializedVersion: 6
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Blend Tree
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m_Name: New State
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m_Speed: 1
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m_Speed: 1
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||||||
m_CycleOffset: 0
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m_CycleOffset: 0
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m_Transitions: []
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m_Transitions: []
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@@ -114,9 +149,75 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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m_TimeParameter:
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--- !u!1107 &949450522252485443
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AnimatorStateMachine:
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_State: {fileID: -781170557910458175}
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m_Position: {x: 230, y: 60, z: 0}
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m_AnyStateTransitions: []
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m_EntryTransitions: []
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m_StateMachineTransitions: {}
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m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_ExitPosition: {x: 800, y: 120, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: -781170557910458175}
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--- !u!1107 &2359803421989368082
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AnimatorStateMachine:
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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--- !u!1107 &6188539927546276906
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AnimatorStateMachine:
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11
Assets/Objects/HumanArms.mask
Normal file
11
Assets/Objects/HumanArms.mask
Normal file
@@ -0,0 +1,11 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!319 &31900000
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m_PrefabAsset: {fileID: 0}
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m_Name: HumanArms
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m_Mask: 00000000010000000100000000000000000000000100000001000000010000000100000000000000000000000100000001000000
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m_Elements: []
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8
Assets/Objects/HumanArms.mask.meta
Normal file
8
Assets/Objects/HumanArms.mask.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 6c0f24f42b987ce4884915e4f15bba46
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assetBundleName:
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assetBundleVariant:
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67
Assets/Objects/HumanLegs.mask
Normal file
67
Assets/Objects/HumanLegs.mask
Normal file
@@ -0,0 +1,67 @@
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|
%YAML 1.1
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|
%TAG !u! tag:unity3d.com,2011:
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--- !u!319 &31900000
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m_PrefabAsset: {fileID: 0}
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m_Name: HumanLegs
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m_Mask: 01000000010000000000000001000000010000000000000000000000000000000000000001000000010000000000000000000000
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m_Weight: 1
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- m_Path: Armature
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m_Weight: 1
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- m_Path: Armature/Foot_Control_L
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m_Weight: 1
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- m_Path: Armature/Foot_Control_R
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m_Weight: 1
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- m_Path: Armature/Hand_L.001
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m_Weight: 1
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m_Weight: 1
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- m_Path: Armature/Hip
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/Head
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/UpperArm_L
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/UpperArm_L/Forearm_L
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/UpperArm_L/Forearm_L/Hand_L
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/UpperArm_R
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/UpperArm_R/Forearm_R
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m_Weight: 1
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- m_Path: Armature/Hip/Abdomen/Chest/UpperArm_R/Forearm_R/Hand_R
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m_Weight: 1
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- m_Path: Armature/Hip/Thigh_L
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m_Weight: 1
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- m_Path: Armature/Hip/Thigh_L/Shin_L
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m_Weight: 1
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- m_Path: Armature/Hip/Thigh_L/Shin_L/Foot_L
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|
m_Weight: 1
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|
- m_Path: Armature/Hip/Thigh_R
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m_Weight: 1
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- m_Path: Armature/Hip/Thigh_R/Shin_R
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|
m_Weight: 1
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- m_Path: Armature/Hip/Thigh_R/Shin_R/Foot_R
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m_Weight: 1
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- m_Path: Armature/LookAt
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m_Weight: 1
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- m_Path: Armature/Thigh_Control_L
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m_Weight: 1
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- m_Path: Armature/Thigh_Control_R
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m_Weight: 1
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- m_Path: Armature/UpperArm_Control_L
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|
m_Weight: 1
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- m_Path: Armature/UpperArm_Control_R
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m_Weight: 1
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m_Weight: 1
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8
Assets/Objects/HumanLegs.mask.meta
Normal file
8
Assets/Objects/HumanLegs.mask.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 260396a74121dac48aa1a8521a962289
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assetBundleName:
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assetBundleVariant:
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8
Assets/Prefabs.meta
Normal file
8
Assets/Prefabs.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 123289491df93c64a9a9d746addc9a62
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -13,6 +13,7 @@ GameObject:
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- component: {fileID: 6272346181302961294}
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- component: {fileID: 6272346181302961297}
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- component: {fileID: 4705578737523903129}
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m_TagString: Player
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@@ -31,6 +32,7 @@ Transform:
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m_LocalPosition: {x: 0, y: 2.15, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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- {fileID: 8217141752490496735}
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- {fileID: 223626088105882255}
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- {fileID: 223626088105882255}
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@@ -73,7 +75,7 @@ MonoBehaviour:
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lockCursor: 1
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|
walkSpeed: 6
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@@ -84,10 +86,11 @@ MonoBehaviour:
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groundCheck: {fileID: 6272346182417644039}
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groundMask:
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--- !u!114 &6272346181302961297
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--- !u!114 &6272346181302961297
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MonoBehaviour:
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@@ -121,6 +124,21 @@ MonoBehaviour:
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PrefabHashGenerator: Player
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--- !u!114 &4705578737523903129
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m_Script: {fileID: 11500000, guid: e8d0727d5ae3244e3b569694d3912374, type: 3}
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GameObject:
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GameObject:
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--- !u!1 &1960893053
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--- !u!1 &1960893053
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@@ -34,6 +34,11 @@ public class PlayerController : MonoBehaviour
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[SerializeField] private float groundDistance = 0.4f;
|
[SerializeField] private float groundDistance = 0.4f;
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[SerializeField] private LayerMask groundMask;
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[SerializeField] private LayerMask groundMask;
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[Header("Animations")]
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[SerializeField]private Animator playerAnimator;
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private float animationVal = 0.0f;
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float f = 0.5f;
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public bool isGrounded;
|
public bool isGrounded;
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private float viewPitch = 0f;
|
private float viewPitch = 0f;
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private float velocityY = 0.0f;
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private float velocityY = 0.0f;
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@@ -49,6 +54,7 @@ public class PlayerController : MonoBehaviour
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private void Start()
|
private void Start()
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{
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{
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playerAnimator = GetComponentInChildren<Animator>();
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controller = GetComponent<CharacterController>();
|
controller = GetComponent<CharacterController>();
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if (lockCursor)
|
if (lockCursor)
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{
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{
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@@ -57,11 +63,15 @@ public class PlayerController : MonoBehaviour
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}
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}
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//Position the camera at the height of the neck (set by the neckLength)
|
//Position the camera at the height of the neck (set by the neckLength)
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neckLength = Vector3.Distance(playerCamera.position, playerNeck.position);
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playerCamera.position = playerNeck.position;
|
playerCamera.position = playerNeck.position;
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playerCamera.position += playerNeck.up * neckLength;
|
playerCamera.position += playerNeck.up * neckLength;
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}
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}
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private void Update()
|
private void Update()
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{
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{
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f = (viewPitch + 90f) / 180f;
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playerAnimator.SetFloat("Time", 1-f);
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UpdateMouseLook();
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UpdateMouseLook();
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Grounded();
|
Grounded();
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UpdateMovement();
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UpdateMovement();
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|
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Reference in New Issue
Block a user