feat: add shuriken weapon
add shuriken weapon model, 3 animations change move speed triggers animation
This commit is contained in:
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Assets/Items/Weapons/TestShuriken.fbx
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Assets/Items/Weapons/TestShuriken.fbx
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InScenePlacedSourceGlobalObjectIdHash: 2957555102
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DeferredDespawnTick: 0
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Ownership: 1
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@@ -946,7 +946,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Reset.Units.PlayerAnimation
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ShowTopMostFoldoutHeaderGroup: 1
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neckBone: {fileID: 0}
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headRotOffset: {x: 0, y: 0, z: 0}
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@@ -14286,6 +14286,75 @@ Mesh:
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- serializedVersion: 1
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m_IndexCount: 0
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 3
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_Name
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value: TestShuriken
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objectReference: {fileID: 0}
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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Mesh:
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m_ObjectHideFlags: 0
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@@ -18962,6 +19031,7 @@ MonoBehaviour:
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headRotOffset: {x: 0, y: 0, z: 0}
|
||||
neckRotOffset: {x: 0, y: 0, z: 0}
|
||||
rotationLimit: {x: 0, y: 0, z: 0}
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moveSpeed: 0
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--- !u!114 &1668865143
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -24313,3 +24383,4 @@ SceneRoots:
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- {fileID: 332821856}
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- {fileID: 1821824113}
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- {fileID: 1290093098}
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@@ -12,22 +12,24 @@ namespace Reset.Units{
|
||||
public Vector3 neckRotOffset;
|
||||
|
||||
public Vector3 rotationLimit;
|
||||
|
||||
public float moveSpeed;
|
||||
|
||||
// Temporary
|
||||
private float inputMagnitude;
|
||||
|
||||
void Update(){
|
||||
// Temporary
|
||||
try {
|
||||
inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
|
||||
|
||||
modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
|
||||
modelAnimator.SetFloat("Move Direction Y", Unit.Movement.GetResolvedDirectionLocal().y * inputMagnitude);
|
||||
} catch (Exception e) {
|
||||
Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
|
||||
}
|
||||
// try {
|
||||
// inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
|
||||
//
|
||||
// modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
|
||||
// modelAnimator.SetFloat("Move Direction Y", Unit.Movement.GetResolvedDirectionLocal().y * inputMagnitude);
|
||||
// } catch (Exception e) {
|
||||
// Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
|
||||
// }
|
||||
|
||||
|
||||
modelAnimator.SetFloat("Move Direction X", moveSpeed);
|
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}
|
||||
|
||||
private void LateUpdate(){
|
||||
|
||||
@@ -52,6 +52,10 @@ namespace Reset.Units{
|
||||
|
||||
// Apply movement
|
||||
DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
|
||||
|
||||
// Apply movespeed to the Animator
|
||||
Unit.Animation.moveSpeed = resolvedMovement.moveSpeed * resolvedMovement.moveDirection.Local.magnitude / data.moveSpeed.currentValue;
|
||||
|
||||
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
|
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DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);
|
||||
}
|
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|
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BIN
Documents/Weapons/TestShuriken.blend
Normal file
BIN
Documents/Weapons/TestShuriken.blend
Normal file
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BIN
Documents/Weapons/TestShuriken.blend1
Normal file
BIN
Documents/Weapons/TestShuriken.blend1
Normal file
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BIN
Documents/Weapons/TestShuriken.fbx
Normal file
BIN
Documents/Weapons/TestShuriken.fbx
Normal file
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Reference in New Issue
Block a user