Added animation handling

This commit is contained in:
Hazim Bin Ijaz 2025-09-26 22:43:39 +05:00
parent 634df0f8ea
commit 7ca5e9bfdc
7 changed files with 258 additions and 123 deletions

View File

@ -29,7 +29,36 @@ ModelImporter:
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@ -269,127 +298,127 @@ ModelImporter:
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@ -399,7 +428,7 @@ ModelImporter:
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View File

@ -29,7 +29,36 @@ ModelImporter:
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View File

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m_LocalPosition: {x: -0.145, y: 1.169, z: 0.343} m_LocalPosition: {x: -0.14788851, y: -0.15237403, z: 0.36819527}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
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m_Father: {fileID: 1361410190923505787} m_Father: {fileID: 5426395098211334738}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -808,6 +811,11 @@ Animator:
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View File

@ -52,7 +52,10 @@ namespace Projectiles
[SerializeField] public float _groundDeceleration = 25f; [SerializeField] public float _groundDeceleration = 25f;
[SerializeField] public float _airAcceleration = 25f; [SerializeField] public float _airAcceleration = 25f;
[SerializeField] public float _airDeceleration = 1.3f; [SerializeField] public float _airDeceleration = 1.3f;
private Animator _anim;
private NetworkMecanimAnimator _netAnim;
private static readonly int HashMoveX = Animator.StringToHash("InputX"); // or "MoveX"
private static readonly int HashMoveY = Animator.StringToHash("InputY"); // or "MoveY"
[Header("Character Facing")] [Header("Character Facing")]
[SerializeField] private float _turnSpeed = 720f; // deg/sec turning toward desired facing [SerializeField] private float _turnSpeed = 720f; // deg/sec turning toward desired facing
[SerializeField] private bool _faceMoveDirection = true; // if false, faces camera forward (aiming) [SerializeField] private bool _faceMoveDirection = true; // if false, faces camera forward (aiming)
@ -74,6 +77,8 @@ namespace Projectiles
// Only local player needs networked props replicated (bandwidth saver) // Only local player needs networked props replicated (bandwidth saver)
ReplicateToAll(false); ReplicateToAll(false);
ReplicateTo(Object.InputAuthority, true); ReplicateTo(Object.InputAuthority, true);
_anim = GetComponentInChildren<Animator>(); // your mesh/visual Animator
_netAnim = GetComponent<NetworkMecanimAnimator>();
} }
public override void Despawned(NetworkRunner runner, bool hasState) public override void Despawned(NetworkRunner runner, bool hasState)
@ -190,7 +195,13 @@ namespace Projectiles
Vector3 inputDir = (camForward * input.MoveDirection.y + camRight * input.MoveDirection.x); Vector3 inputDir = (camForward * input.MoveDirection.y + camRight * input.MoveDirection.x);
inputDir.y = 0f; inputDir.y = 0f;
if (inputDir.sqrMagnitude > 1f) inputDir.Normalize(); if (inputDir.sqrMagnitude > 1f) inputDir.Normalize();
float moveX = Vector3.Dot(inputDir, camRight);
float moveY = Vector3.Dot(inputDir, camForward);
const float damp = 0.1f; // seconds to smooth toward target
_anim.SetFloat(HashMoveX, moveX, damp, Time.deltaTime);
_anim.SetFloat(HashMoveY, moveY, damp, Time.deltaTime);
// Desired velocity and acceleration/deceleration // Desired velocity and acceleration/deceleration
Vector3 desiredVel = inputDir * _moveSpeed; Vector3 desiredVel = inputDir * _moveSpeed;
float accel = 1f; float accel = 1f;

View File

@ -36,12 +36,12 @@ namespace Projectiles
_root.SetActive(_agent.Health.IsAlive); _root.SetActive(_agent.Health.IsAlive);
_agent.Health.FatalHitTaken += OnFatalHit; _agent.Health.FatalHitTaken += OnFatalHit;
// Disable visual for local player // // Disable visual for local player
var renderers = _visual.GetComponentsInChildren<MeshRenderer>(); // var renderers = _visual.GetComponentsInChildren<MeshRenderer>();
for (int i = 0; i < renderers.Length; i++) // for (int i = 0; i < renderers.Length; i++)
{ // {
renderers[i].shadowCastingMode = HasInputAuthority ? ShadowCastingMode.ShadowsOnly : ShadowCastingMode.On; // renderers[i].shadowCastingMode = HasInputAuthority ? ShadowCastingMode.ShadowsOnly : ShadowCastingMode.On;
} // }
} }
public override void FixedUpdateNetwork() public override void FixedUpdateNetwork()