DEG-125 [FEAT] 캐릭터 에셋 대체 및 move, battlemode 처리 까지 #9
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Assets/JAY/Animator/BattlePlayerController.controller
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Assets/JAY/Prefabs/BattlePlayer.prefab
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@ -12,6 +12,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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[Header("Attach Points")]
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[SerializeField] private Transform rightHandTransform;
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[SerializeField] private CameraShake cameraShake;
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[SerializeField] private GameObject normalModel; // char_body : 일상복
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[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
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// 내부에서만 사용하는 변수
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private PlayerHitEffectController hitEffectController;
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@ -40,15 +42,17 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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private Dictionary<PlayerState, IPlayerState> _playerStates;
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public Animator PlayerAnimator { get; private set; }
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public CharacterController CharacterController => _characterController;
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public bool IsBattle => _isBattle;
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private void Awake()
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{
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PlayerAnimator = GetComponent<Animator>();
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_characterController = GetComponent<CharacterController>();
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if (Joystick == null)
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{
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Joystick = FindObjectOfType<FixedJoystick>();
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}
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AssignCharacterController();
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AssignAnimator();
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}
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protected override void Start()
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@ -134,6 +138,50 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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}
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}
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/// <summary>
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/// 애니메이션 초기화
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/// </summary>
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private void InitializeAnimatorParameters()
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{
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if (PlayerAnimator == null) return;
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SafeSetBool("Walk", false);
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SafeSetBool("Run", false);
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// SafeSetBool(Dead, false);
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SafeResetTrigger("Bore");
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SafeResetTrigger("GetHit");
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PlayerAnimator.Rebind(); // 레이어 초기화
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PlayerAnimator.Update(0f); // 즉시 반영
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}
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public void SafeSetBool(string paramName, bool value)
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{
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if (PlayerAnimator == null) return;
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foreach (var param in PlayerAnimator.parameters)
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{
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if (param.name == paramName && param.type == AnimatorControllerParameterType.Bool)
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{
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PlayerAnimator.SetBool(paramName, value);
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break;
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}
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}
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}
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private void SafeResetTrigger(string triggerName)
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{
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if (PlayerAnimator == null) return;
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foreach (var param in PlayerAnimator.parameters)
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{
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if (param.name == triggerName && param.type == AnimatorControllerParameterType.Trigger)
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{
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PlayerAnimator.ResetTrigger(triggerName);
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break;
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}
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}
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}
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#endregion
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#region 상태, 동작 변화 관련
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@ -176,6 +224,28 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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{
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if (_currentAction == action) _currentAction = null;
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}
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/// <summary>
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/// 전투, 일상 모드 플레이어 프리팹에 따라 애니메이터 가져오기
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/// </summary>
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private void AssignAnimator()
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{
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PlayerAnimator = _isBattle
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? battleModel.GetComponent<Animator>()
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: normalModel.GetComponent<Animator>();
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InitializeAnimatorParameters();
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}
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/// <summary>
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/// 전투, 일상 모드 플레이어 프리팹에 따라 Character Controller 가져오기
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/// </summary>
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private void AssignCharacterController()
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{
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_characterController = _isBattle
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? battleModel.GetComponent<CharacterController>()
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: normalModel.GetComponent<CharacterController>();
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}
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#endregion
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@ -184,6 +254,16 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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public void SwitchBattleMode()
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{
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_isBattle = !_isBattle;
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// 복장 전환
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normalModel.SetActive(!_isBattle);
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battleModel.SetActive(_isBattle);
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// Animator, Character Controller 다시 참조 (복장에 붙은 걸로)
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AssignAnimator();
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AssignCharacterController();
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// 무기도 전투모드에만
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weapon.SetActive(_isBattle);
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}
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@ -254,7 +334,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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#endregion
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#region 회피 관련
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#region 피격 관련
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// TODO: Editor에서 확인하기 위한 임시용
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public void TakeDamage()
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@ -25,6 +25,20 @@ public class PlayerControllerEditor : Editor
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EditorGUILayout.LabelField("현재 행동", playerController.CurrentAction != null ? playerController.CurrentAction.ToString() : "-", EditorStyles.boldLabel);
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EditorGUILayout.EndVertical();
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// EditorGUILayout.LabelField("걷기/뛰기 상태 전환", EditorStyles.boldLabel);
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// EditorGUILayout.BeginHorizontal();
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// if (GUILayout.Button("Walk"))
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// {
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// var moveState = playerController.GetStateInstance<PlayerStateMove>();
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// moveState?.HandleMoveState(true); // 걷기 모드
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// }
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//
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// if (GUILayout.Button("Run"))
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// {
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// var moveState = playerController.GetStateInstance<PlayerStateMove>();
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// moveState?.HandleMoveState(false); // 달리기 모드
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// }
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// EditorGUILayout.EndHorizontal();
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// 지면 접촉 상태
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GUI.backgroundColor = Color.white;
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@ -7,7 +7,7 @@ public class PlayerStateDead : IPlayerState
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public void Enter(PlayerController playerController)
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{
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_playerController = playerController;
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_playerController.PlayerAnimator.SetBool("Dead", true);
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// _playerController.PlayerAnimator.SetBool("Dead", true);
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}
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public void Update()
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@ -16,7 +16,7 @@ public class PlayerStateDead : IPlayerState
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public void Exit()
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{
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_playerController.PlayerAnimator.SetBool("Dead", false);
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// _playerController.PlayerAnimator.SetBool("Dead", false);
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_playerController = null;
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}
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}
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@ -1,15 +1,20 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class PlayerStateMove : IPlayerState
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{
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private static readonly int Move = Animator.StringToHash("Move");
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private PlayerController _playerController;
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private Vector3 _gravityVelocity;
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private bool isPlayerBattle;
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public void Enter(PlayerController playerController)
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{
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_playerController = playerController;
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_playerController.PlayerAnimator.SetBool(Move, true);
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isPlayerBattle = _playerController.IsBattle; // 전투 모드인지(던전인지)
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// 파라미터가 존재하는지 확인 후 처리
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_playerController.SafeSetBool("Run", isPlayerBattle);
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_playerController.SafeSetBool("Walk", !isPlayerBattle);
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}
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public void Update()
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@ -30,7 +35,8 @@ public class PlayerStateMove : IPlayerState
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public void Exit()
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{
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_playerController.PlayerAnimator.SetBool(Move, false);
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_playerController.SafeSetBool("Run", false);
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_playerController.SafeSetBool("Walk", false);
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_playerController = null;
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}
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@ -40,7 +46,8 @@ public class PlayerStateMove : IPlayerState
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float inputVertical = _playerController.Joystick.Vertical;
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Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
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Vector3 move = moveDir.normalized * _playerController.moveSpeed;
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float speed = isPlayerBattle ? _playerController.moveSpeed : 2.5f; // 걷기 속도 고정
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Vector3 move = moveDir.normalized * speed;
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// 회전
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if (moveDir.magnitude > 0.1f)
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@ -56,7 +63,6 @@ public class PlayerStateMove : IPlayerState
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}
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_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
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Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
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_playerController.CharacterController.Move(finalMove);
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}
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parentName: Bip001 L Hand
|
||||
position: {x: -0.052890062, y: 0.12262905, z: -0.13690111}
|
||||
rotation: {x: 0, y: 0.3826835, z: 0, w: -0.9238795}
|
||||
scale: {x: 1, y: 1.0000002, z: 1}
|
||||
- name: Bip001 L Finger01
|
||||
parentName: Bip001 L Finger0
|
||||
position: {x: -0.1142301, y: -0.000000014901161, z: 0}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000002, y: 0.99999994, z: 1.0000002}
|
||||
- name: Bip001 R Clavicle
|
||||
parentName: Bip001 Neck
|
||||
position: {x: 0.14091766, y: 0.00018407986, z: -0.18158814}
|
||||
rotation: {x: 0.7071068, y: -0.000000030908623, z: 0.7071068, w: -0.000000030908623}
|
||||
scale: {x: 1.0000004, y: 1.0000002, z: 1.0000002}
|
||||
- name: Bip001 R UpperArm
|
||||
parentName: Bip001 R Clavicle
|
||||
position: {x: -0.104422286, y: -2.842171e-14, z: 0}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000008, y: 1.0000006, z: 1.0000005}
|
||||
- name: Bip001 R Forearm
|
||||
parentName: Bip001 R UpperArm
|
||||
position: {x: -0.30710143, y: 9.313226e-10, z: 0}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000006, y: 1.0000005, z: 1.0000004}
|
||||
- name: Bip001 R Hand
|
||||
parentName: Bip001 R Forearm
|
||||
position: {x: -0.23499513, y: 0, z: 0.00000011920929}
|
||||
rotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
|
||||
scale: {x: 0.9999998, y: 0.99999994, z: 0.9999996}
|
||||
- name: weapon_R
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.25888354, y: 0.13643706, z: -0.0031068325}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1, y: 1.000001, z: 1}
|
||||
- name: Bip001 R Finger1
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.23641449, y: 0, z: 0}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000004, y: 1.0000004, z: 1}
|
||||
- name: Bip001 R Finger11
|
||||
parentName: Bip001 R Finger1
|
||||
position: {x: -0.10370153, y: 0.00000011920929, z: 0}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 0.9999998, y: 1.0000001, z: 1}
|
||||
- name: Bip001 R Finger0
|
||||
parentName: Bip001 R Hand
|
||||
position: {x: -0.052890062, y: 0.12262905, z: 0.13690114}
|
||||
rotation: {x: 0, y: 0.38268346, z: 0, w: 0.9238795}
|
||||
scale: {x: 1.0000002, y: 1, z: 1}
|
||||
- name: Bip001 R Finger01
|
||||
parentName: Bip001 R Finger0
|
||||
position: {x: -0.114230156, y: 0, z: 0.00000011920929}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000002}
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 1
|
||||
hasExtraRoot: 1
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 1
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/StoreAssets/stylizedLittleHero/Meshes/face.meta
Normal file
8
Assets/StoreAssets/stylizedLittleHero/Meshes/face.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c08bad37eed0661419c6e8bd7afa0dbb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/StoreAssets/stylizedLittleHero/Meshes/face/cheek_1.fbx
(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/stylizedLittleHero/Meshes/face/cheek_1.fbx
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
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x
Reference in New Issue
Block a user