mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Player walk animations
-Added walk animation -Added strafe animation -Added animation blending for strafe and walk -Added method that controls animation parameters based on movement speed -smol canvas fix
This commit is contained in:
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m_SourcePrefab: {fileID: 100100000, guid: 01316cb596562384da845bc519fb90de, type: 3}
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GameObject:
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m_CorrespondingSourceObject: {fileID: 919132149155446097, guid: 01316cb596562384da845bc519fb90de, type: 3}
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m_PrefabInstance: {fileID: 6305701708507383038}
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Transform:
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m_CorrespondingSourceObject: {fileID: -6617984589164989631, guid: 01316cb596562384da845bc519fb90de, type: 3}
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@@ -1428,16 +1436,42 @@ Transform:
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--- !u!95 &1978909962
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Transform:
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m_KeepAnimatorControllerStateOnDisable: 0
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--- !u!114 &3855419186248803448
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PrefabInstance:
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m_SourcePrefab: {fileID: 100100000, guid: f1dd059fe90d9e14da7ad60b3612969c, type: 3}
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@@ -10,10 +10,11 @@ public class PlayerController : NetworkBehaviour
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{
|
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[SerializeField] private ProcedualAnimationController procedualAnimationController;
|
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[Header("Movement")]
|
||||
[SerializeField] private float walkSpeed = 6.0f;
|
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[SerializeField] private float sprintSpeed = 10.0f;
|
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[SerializeField] private float walkSpeed = 5.0f;
|
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[SerializeField] private float sprintSpeed = 7.0f;
|
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[SerializeField] private float aimWalkSpeed = 3.0f;
|
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[SerializeField] private float fallDamageSpeed = 10.0f;
|
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|
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|
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[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.001f;
|
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[SerializeField] float gravity = -10.0f;
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@@ -31,13 +32,14 @@ public class PlayerController : NetworkBehaviour
|
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|
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public bool isGrounded;
|
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public bool isSprinting;
|
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private float movementSpeed;
|
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public float currentMaxSpeed = 5.0f;
|
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private float velocityY = 0.0f;
|
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private CharacterController controller;
|
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|
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private Vector3 currentDir = Vector3.zero;
|
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public Vector3 currentDir = Vector3.zero;
|
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private Vector3 currentDirVelocity = Vector3.zero;
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public Vector3 velocity = Vector3.zero;
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public Vector3 localVelocity = Vector3.zero;
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private Vector3 refVelocity = Vector3.zero;
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@@ -108,14 +110,14 @@ public class PlayerController : NetworkBehaviour
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if (Input.GetAxisRaw("Sprint") > 0 && isGrounded && !procedualAnimationController.isAiming)
|
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{
|
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movementSpeed = sprintSpeed;
|
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currentMaxSpeed = sprintSpeed;
|
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isSprinting = true;
|
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}
|
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else
|
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{
|
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if(procedualAnimationController.isAiming) movementSpeed = aimWalkSpeed;
|
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else movementSpeed = walkSpeed;
|
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if(procedualAnimationController.isAiming) currentMaxSpeed = aimWalkSpeed;
|
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else currentMaxSpeed = walkSpeed;
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isSprinting = false;
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}
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@@ -159,8 +161,9 @@ public class PlayerController : NetworkBehaviour
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moveDirection = new Vector3(moveDirection.x, 0, moveDirection.z);
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currentDir = moveDirection;
|
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}
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velocity = Vector3.SmoothDamp(velocity, currentDir * movementSpeed + new Vector3(0, velocityY, 0),ref refVelocity,0.01f);
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Debug.Log(currentMaxSpeed);
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velocity = Vector3.SmoothDamp(velocity, currentDir * currentMaxSpeed + new Vector3(0, velocityY, 0),ref refVelocity,moveSmoothTime);
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localVelocity = transform.InverseTransformDirection(velocity);
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controller.Move(velocity * Time.deltaTime);
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//transform.position += velocity * Time.deltaTime;
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}
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@@ -75,6 +75,7 @@ public class ProcedualAnimationController : NetworkBehaviour
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[SerializeField] float maxRecoil = 0.1f;
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private Animator gunAnimator;
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[SerializeField] private Animator playerAnimator;
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Vector3 startPos, startRot;
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float recoilOffset = 0f;
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@@ -93,7 +94,11 @@ public class ProcedualAnimationController : NetworkBehaviour
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Vector3[] positionMod = new Vector3[3];
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public Quaternion[] rotationMod = new Quaternion[3];
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|
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public void walkAnimation()
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{
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playerAnimator.SetFloat("x", playerController.localVelocity.x / playerController.currentMaxSpeed);
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playerAnimator.SetFloat("y", playerController.localVelocity.z / playerController.currentMaxSpeed);
|
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}
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public void OnSwitchWeapon(GameObject currentWeapon)
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{
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if (isLocalPlayer) {
|
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@@ -135,6 +140,8 @@ public class ProcedualAnimationController : NetworkBehaviour
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{
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if (isLocalPlayer)
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{
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walkAnimation();
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|
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CmdAim(Input.GetButton("Aim"));
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}
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/*-----Aiming-----*/
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Reference in New Issue
Block a user