fix: player now properly responds to root motion

also contains changes to the animation controller for all the currently made animations, events for the singular attack animation, corresponding methods, and graph changes to utilize them
This commit is contained in:
Chris
2026-01-07 01:10:59 -05:00
parent 78573d9f5d
commit 2e28fe17cd
20 changed files with 17728 additions and 576539 deletions

File diff suppressed because one or more lines are too long

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@@ -188,7 +188,7 @@ MonoBehaviour:
_version: 3.31
_category:
_comments:
_translation: {x: -178, y: 592}
_translation: {x: 363, y: -290}
_zoomFactor: 1
_haltSerialization: 0
_externalSerializationFile: {fileID: 0}

File diff suppressed because it is too large Load Diff

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@@ -15,14 +15,24 @@ ModelImporter:
resampleCurves: 1
optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
motionNodeName: PlayerArmature/root
animationImportErrors:
animationImportWarnings:
animationImportWarnings: "\nClip 'Run' has import animation warnings that might
lower retargeting quality:\nNote: Activate translation DOF on avatar to improve
retargeting quality.\n\t'shoulder.L' has translation animation that will be
discarded.\n\t'arm.L' has translation animation that will be discarded.\n\t'shoulder.R'
has translation animation that will be discarded.\n\t'arm.R' has translation
animation that will be discarded.\n\nClip 'PlayerArmature|Run' has import animation
warnings that might lower retargeting quality:\nNote: Activate translation
DOF on avatar to improve retargeting quality.\n\t'shoulder.L' has translation
animation that will be discarded.\n\t'arm.L' has translation animation that
will be discarded.\n\t'shoulder.R' has translation animation that will be discarded.\n\t'arm.R'
has translation animation that will be discarded.\n"
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
importAnimatedCustomProperties: 0
importConstraints: 0
animationCompression: 1
animationCompression: 3
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
@@ -199,7 +209,21 @@ ModelImporter:
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
events:
- time: 0.21653055
functionName: CallAttack
data:
objectReferenceParameter: {instanceID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
- time: 0.32829127
functionName: CallAttack
data:
objectReferenceParameter: {instanceID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
@@ -263,11 +287,11 @@ ModelImporter:
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: PlayerArmature|IdleSword
takeName: PlayerArmature|IdleSword
name: SwordIdle
takeName: SwordIdle
internalID: 4646074752401857823
firstFrame: 0
lastFrame: 0
lastFrame: 1
wrapMode: 0
orientationOffsetY: 0
level: 0
@@ -546,8 +570,808 @@ ModelImporter:
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humanName: RightFoot
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File diff suppressed because one or more lines are too long

View File

@@ -60,6 +60,11 @@ public class UnitCombat : UnitComponent {
activelyDraggedColliders.Remove(colliderToRemove);
}
public void CallAttack(){
Debug.Log("Attacked!");
Unit.Graph.SendEvent("Call Attack");
}
void CheckUnitTimers(){
// Decrease the timer of the dragged colliders
foreach (Collider thisCollider in activelyDraggedColliders) {

View File

@@ -204,16 +204,7 @@ namespace Reset.Units{
// Construct the direction and move
Vector3 finalDir = new Vector3(moveXZDir.x, moveYDir, moveXZDir.y);
Vector3 rootDir = GetComponent<Animator>().deltaPosition * 5f;
SetNewSpeed(10f, 1, true);
Debug.Log(rootDir);
// controller.Move(finalDir + rootDir);
rootDir = Quaternion.AngleAxis(90f, Vector3.left) * rootDir;
// controller.Move(rootDir * 1f);
controller.Move(finalDir);
}
// Setting absolute to true will cause the current gravity to snap to the new gravity value.