Switch to new soldier model and animations
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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m_WriteDefaultValues: 1
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1101 &-1568754369849136019
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AnimatorStateTransition:
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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_Name:
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m_Conditions:
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m_ConditionEvent: Movement
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m_EventTreshold: 0.1
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 121955879383565415}
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m_Solo: 0
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m_Mute: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0.6666666
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m_HasExitTime: 0
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m_HasFixedDuration: 1
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 5
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m_AnimatorParameters:
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m_Controller: {fileID: 9100000}
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--- !u!1102 &121955879383565415
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AnimatorState:
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serializedVersion: 5
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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_Name: Soldier_Male|Idle
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m_Name: PlayerAnimBlend
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions:
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- {fileID: 5629410763917336406}
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m_Transitions: []
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m_StateMachineBehaviours: []
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m_Position: {x: 50, y: 50, z: 0}
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m_IKOnFeet: 0
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@ -126,32 +64,118 @@ AnimatorState:
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m_MirrorParameterActive: 0
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m_CycleOffsetParameterActive: 0
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m_TimeParameterActive: 0
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m_Motion: {fileID: 1921100349683250907, guid: ea51153f3987f82408984d8da65a9969, type: 3}
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m_Motion: {fileID: 2870818079028442837}
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m_Tag:
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m_SpeedParameter:
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m_TimeParameter:
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--- !u!1101 &5629410763917336406
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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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_Name: SoldierAnimator
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serializedVersion: 5
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m_AnimatorParameters:
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- m_Name: Forward
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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_DefaultBool: 0
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m_Controller: {fileID: 0}
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- m_Name: Right
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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_DefaultBool: 0
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m_Controller: {fileID: 0}
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m_AnimatorLayers:
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m_Name: Base Layer
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m_StateMachine: {fileID: -3850017426517049074}
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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_BlendingMode: 0
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m_SyncedLayerIndex: -1
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m_DefaultWeight: 0
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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!206 &2870818079028442837
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BlendTree:
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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_Name: PlayerAnimBlend
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m_Childs:
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m_Motion: {fileID: 5601054235094793752, guid: f4a651f8db888f24f89c447a975f1a04, type: 3}
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m_TimeScale: 1
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m_CycleOffset: 0
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m_Position: {x: 0, y: -1}
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m_TimeScale: 1
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m_CycleOffset: 0
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m_DirectBlendParameter: Blend
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m_Mirror: 0
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m_Motion: {fileID: 4767594854432372465, guid: f4a651f8db888f24f89c447a975f1a04, type: 3}
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m_TimeScale: 1
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m_Mirror: 0
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m_Motion: {fileID: -2101640418457204544, guid: f4a651f8db888f24f89c447a975f1a04, type: 3}
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m_Threshold: 1.3333333
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m_Position: {x: 0, y: 0}
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m_TimeScale: 1
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m_CycleOffset: 0
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m_DirectBlendParameter: Blend
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m_Mirror: 0
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m_BlendParameter: Forward
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m_BlendParameterY: Right
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m_MinThreshold: 0
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m_MaxThreshold: 1.3333333
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m_UseAutomaticThresholds: 0
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m_NormalizedBlendValues: 0
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m_BlendType: 2
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--- !u!1101 &3577526297946573294
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AnimatorStateTransition:
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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_Name:
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m_Conditions:
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- m_ConditionMode: 3
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m_ConditionEvent: Movement
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m_EventTreshold: 0
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m_Conditions: []
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -2411588535508867930}
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m_DstState: {fileID: 0}
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m_Solo: 0
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m_Mute: 0
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m_IsExit: 0
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_TransitionOffset: 0
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m_ExitTime: 0
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m_ExitTime: 0.75
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 143e6d49c5bcf64459b414767d2b4dab
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 0
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|
@ -38,14 +38,20 @@ namespace NeonTea.Quakeball.Animation {
|
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}
|
||||
|
||||
private void Update() {
|
||||
Animator.SetFloat("Movement", Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity);
|
||||
float Right = Vector3.Dot(Player.GroundVelocity.normalized, transform.right);
|
||||
float Forward = Vector3.Dot(Player.GroundVelocity.normalized, transform.forward);
|
||||
float RelativeSpeed = Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity;
|
||||
Right = Mathf.Clamp(Right * RelativeSpeed, -0.999f, 0.999f);
|
||||
Forward = Mathf.Clamp(Forward * RelativeSpeed, -.999f, 0.999f);
|
||||
// Square the circle:
|
||||
Forward = 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward + 2 * Forward * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward - 2 * Forward * Mathf.Sqrt(2));
|
||||
Right = 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward + 2 * Right * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward - 2 * Right * Mathf.Sqrt(2));
|
||||
Animator.SetFloat("Forward", Forward);
|
||||
Animator.SetFloat("Right", Right);
|
||||
}
|
||||
|
||||
private void LateUpdate() {
|
||||
if (Player.GroundVelocity.magnitude > 0) {
|
||||
BodyYaw = Vector3.SignedAngle(Vector3.forward, Player.GroundVelocity.normalized, Vector3.up);
|
||||
}
|
||||
transform.localEulerAngles = new Vector3(0, BodyYaw, 0);
|
||||
transform.localEulerAngles = new Vector3(0, Player.Yaw, 0);
|
||||
|
||||
if (GunGluedToHand) {
|
||||
Vector3 GunOffset = GunHandle.position - Gun.position;
|
||||
|
Loading…
Reference in New Issue
Block a user