Added animation handling
This commit is contained in:
parent
634df0f8ea
commit
7ca5e9bfdc
@ -29,7 +29,36 @@ ModelImporter:
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animationWrapMode: 0
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extraExposedTransformPaths: []
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extraUserProperties: []
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clipAnimations: []
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clipAnimations:
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- serializedVersion: 16
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name: mixamo.com
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takeName: mixamo.com
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@ -269,127 +298,127 @@ ModelImporter:
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parentName: RightLeg
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- name: RightShoulder
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parentName: Spine
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- name: RightArm
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parentName: RightShoulder
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- name: RightForeArm
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parentName: RightArm
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parentName: ChillGuy(Clone)
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position: {x: -0.00000004649628, y: -0.0000001500177, z: 0.000000003422028}
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scale: {x: 1, y: 1, z: 1}
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armTwist: 0.5
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@ -399,7 +428,7 @@ ModelImporter:
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armStretch: 0.05
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legStretch: 0.05
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feetSpacing: 0
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globalScale: 0.01
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rootMotionBoneName:
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@ -29,7 +29,36 @@ ModelImporter:
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animationWrapMode: 0
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extraUserProperties: []
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clipAnimations: []
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clipAnimations:
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- serializedVersion: 16
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name: mixamo.com
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takeName: mixamo.com
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@ -269,127 +298,127 @@ ModelImporter:
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||||
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parentName: Hips
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parentName: Spine02
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|
||||
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|
||||
@ -399,7 +428,7 @@ ModelImporter:
|
||||
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@ -29,7 +29,36 @@ ModelImporter:
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name: mixamo.com
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|
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|
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parentName: RightLeg
|
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|
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parentName: Spine02
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- name: Spine
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parentName: Spine01
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position: {x: 1.2665987e-11, y: 0.0018471774, z: -4.3725596e-11}
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parentName: Spine
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position: {x: -0.07012161, y: 0.05924089, z: -0.006807985}
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- name: LeftArm
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parentName: LeftShoulder
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parentName: LeftForeArm
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- name: RightShoulder
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parentName: Spine
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parentName: RightShoulder
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parentName: RightArm
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parentName: RightForeArm
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|
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parentName: Spine
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|
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parentName: neck
|
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position: {x: 4.470348e-12, y: 0.00096879114, z: -8.7916854e-11}
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|
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parentName: Head
|
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|
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parentName: Head
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position: {x: -0.004951254, y: 0.07510641, z: 0.22563587}
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|
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scale: {x: 1, y: 0.9999999, z: 0.9999999}
|
||||
- name: char1
|
||||
parentName: ChillGuy(Clone)
|
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position: {x: -4.649628e-10, y: -0.000000001500177, z: 3.422028e-11}
|
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position: {x: -0.00000004649628, y: -0.0000001500177, z: 0.000000003422028}
|
||||
rotation: {x: -5.551115e-14, y: 0, z: -1.6940659e-21, w: 1}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
armTwist: 0.5
|
||||
@ -399,7 +428,7 @@ ModelImporter:
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 0.01
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
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hasTranslationDoF: 0
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hasExtraRoot: 1
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||||
|
@ -98,6 +98,7 @@ MonoBehaviour:
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serializedVersion: 2
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m_Bits: 4294967295
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_downGravity: -25
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@ -319,9 +320,9 @@ MonoBehaviour:
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Animator: {fileID: 974963880304834017}
|
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ApplyTiming: 2
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SyncSettings: 79
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StateHashes: 000000002b1a167c79406955
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StateHashes: 00000000a1f7ab0dbb6691e728a981077af3fe2e
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TriggerHashes: 00000000
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--- !u!1 &504059032653147225
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GameObject:
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@ -586,7 +587,6 @@ Transform:
|
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m_LocalScale: {x: 1, y: 1, z: 1}
|
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m_ConstrainProportionsScale: 0
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m_Children:
|
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- {fileID: 6249603782933705366}
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- {fileID: 6592586564576162323}
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- {fileID: 5401675310905547977}
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- {fileID: 6023693924253656717}
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@ -648,12 +648,12 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7344887465434541220}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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|
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m_LocalRotation: {x: 0.06344987, y: -0.03452537, z: -0.0071152984, w: 0.99736226}
|
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m_LocalPosition: {x: -0.14788851, y: -0.15237403, z: 0.36819527}
|
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 1361410190923505787}
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m_Father: {fileID: 5426395098211334738}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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--- !u!1001 &3015082363744815592
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||||
PrefabInstance:
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@ -800,7 +800,10 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
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m_RemovedComponents: []
|
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m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
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m_AddedGameObjects:
|
||||
- targetCorrespondingSourceObject: {fileID: -7520100684144184798, guid: 46859b6b0e7c1724baa344e726eefc6d, type: 3}
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insertIndex: -1
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addedObject: {fileID: 6249603782933705366}
|
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m_AddedComponents: []
|
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m_SourcePrefab: {fileID: 100100000, guid: 46859b6b0e7c1724baa344e726eefc6d, type: 3}
|
||||
--- !u!95 &974963880304834017 stripped
|
||||
@ -808,6 +811,11 @@ Animator:
|
||||
m_CorrespondingSourceObject: {fileID: 5866666021909216657, guid: 46859b6b0e7c1724baa344e726eefc6d, type: 3}
|
||||
m_PrefabInstance: {fileID: 6696098184187824240}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!4 &5426395098211334738 stripped
|
||||
Transform:
|
||||
m_CorrespondingSourceObject: {fileID: -7520100684144184798, guid: 46859b6b0e7c1724baa344e726eefc6d, type: 3}
|
||||
m_PrefabInstance: {fileID: 6696098184187824240}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!4 &6586488819696676763 stripped
|
||||
Transform:
|
||||
m_CorrespondingSourceObject: {fileID: -8679921383154817045, guid: 46859b6b0e7c1724baa344e726eefc6d, type: 3}
|
||||
|
@ -52,7 +52,10 @@ namespace Projectiles
|
||||
[SerializeField] public float _groundDeceleration = 25f;
|
||||
[SerializeField] public float _airAcceleration = 25f;
|
||||
[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")]
|
||||
[SerializeField] private float _turnSpeed = 720f; // deg/sec turning toward desired facing
|
||||
[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)
|
||||
ReplicateToAll(false);
|
||||
ReplicateTo(Object.InputAuthority, true);
|
||||
_anim = GetComponentInChildren<Animator>(); // your mesh/visual Animator
|
||||
_netAnim = GetComponent<NetworkMecanimAnimator>();
|
||||
}
|
||||
|
||||
public override void Despawned(NetworkRunner runner, bool hasState)
|
||||
@ -190,6 +195,12 @@ namespace Projectiles
|
||||
Vector3 inputDir = (camForward * input.MoveDirection.y + camRight * input.MoveDirection.x);
|
||||
inputDir.y = 0f;
|
||||
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
|
||||
Vector3 desiredVel = inputDir * _moveSpeed;
|
||||
|
@ -36,12 +36,12 @@ namespace Projectiles
|
||||
_root.SetActive(_agent.Health.IsAlive);
|
||||
_agent.Health.FatalHitTaken += OnFatalHit;
|
||||
|
||||
// Disable visual for local player
|
||||
var renderers = _visual.GetComponentsInChildren<MeshRenderer>();
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
{
|
||||
renderers[i].shadowCastingMode = HasInputAuthority ? ShadowCastingMode.ShadowsOnly : ShadowCastingMode.On;
|
||||
}
|
||||
// // Disable visual for local player
|
||||
// var renderers = _visual.GetComponentsInChildren<MeshRenderer>();
|
||||
// for (int i = 0; i < renderers.Length; i++)
|
||||
// {
|
||||
// renderers[i].shadowCastingMode = HasInputAuthority ? ShadowCastingMode.ShadowsOnly : ShadowCastingMode.On;
|
||||
// }
|
||||
}
|
||||
|
||||
public override void FixedUpdateNetwork()
|
||||
|
Loading…
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Reference in New Issue
Block a user