fighting animations

This commit is contained in:
Xaver Drabik 2024-12-23 18:13:28 +01:00
parent 3241eac759
commit 68a1670d37
23 changed files with 3368 additions and 144 deletions

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--- !u!206 &-4816999433733849755
BlendTree:
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@ -54,6 +206,58 @@ BlendTree:
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--- !u!1102 &-3462285595146985720
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m_PrefabAsset: {fileID: 0}
m_Name: Kick
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: 6504350219409655605}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
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m_CycleOffsetParameterActive: 0
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m_Motion: {fileID: -203655887218126122, guid: faa87a629494bba45aabb87dc06dc27e, type: 3}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &-931310299546825252
AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
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m_ConditionEvent: Kick
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m_DstState: {fileID: -3462285595146985720}
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--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
@ -69,6 +273,24 @@ AnimatorController:
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
- m_Name: Left
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
- m_Name: Right
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
- m_Name: Kick
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Walk
@ -82,6 +304,31 @@ AnimatorController:
m_IKPass: 0
m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000}
--- !u!1101 &2279932829575249717
AnimatorStateTransition:
m_ObjectHideFlags: 1
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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--- !u!1107 &4281976895536550685
AnimatorStateMachine:
serializedVersion: 6
@ -94,6 +341,15 @@ AnimatorStateMachine:
- serializedVersion: 1
m_State: {fileID: 6811958056273414500}
m_Position: {x: 360, y: 110, z: 0}
- serializedVersion: 1
m_State: {fileID: -8546435698169584890}
m_Position: {x: 110, y: 250, z: 0}
- serializedVersion: 1
m_State: {fileID: -6355925816233089234}
m_Position: {x: 600, y: 250, z: 0}
- serializedVersion: 1
m_State: {fileID: -3462285595146985720}
m_Position: {x: 360, y: 200, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
@ -104,6 +360,78 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 6811958056273414500}
--- !u!1101 &5073318824518505934
AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
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m_DstState: {fileID: -6355925816233089234}
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m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &6504350219409655605
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--- !u!1101 &6519195683773457390
AnimatorStateTransition:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
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m_EventTreshold: 0
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m_DstState: {fileID: -8546435698169584890}
m_Solo: 0
m_Mute: 0
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m_HasFixedDuration: 1
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m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1102 &6811958056273414500
AnimatorState:
serializedVersion: 6
@ -114,7 +442,9 @@ AnimatorState:
m_Name: Blend Tree
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: 6519195683773457390}
- {fileID: 2279932829575249717}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0

View File

@ -261,11 +261,6 @@ MonoBehaviour:
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m_BuildHeightMesh: 0
--- !u!1 &129091605 stripped
GameObject:
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m_PrefabInstance: {fileID: 565690117}
m_PrefabAsset: {fileID: 0}
--- !u!95 &129091606 stripped
Animator:
m_CorrespondingSourceObject: {fileID: 5866666021909216657, guid: a0b56cb96370346c29fa346cedbbc0f4, type: 3}
@ -276,18 +271,6 @@ Transform:
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--- !u!114 &129091608
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m_Name:
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--- !u!1 &267848157
GameObject:
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@ -349,14 +332,14 @@ RectTransform:
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--- !u!114 &298108318
@ -372,14 +355,14 @@ MonoBehaviour:
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@ -922,7 +905,7 @@ PrefabInstance:
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- target: {fileID: 919132149155446097, guid: a0b56cb96370346c29fa346cedbbc0f4, type: 3}
propertyPath: m_Name
value: Y Bot
value: Model
objectReference: {fileID: 0}
- target: {fileID: 5866666021909216657, guid: a0b56cb96370346c29fa346cedbbc0f4, type: 3}
propertyPath: m_Controller
@ -935,10 +918,7 @@ PrefabInstance:
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m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents:
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addedObject: {fileID: 129091608}
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--- !u!1 &745541349
GameObject:
@ -2466,6 +2446,7 @@ MonoBehaviour:
animationSpeed: 10
minAimDistance: 25
maxAimDistance: 20
aimCanvas: {fileID: 1965505415}
dashSpeed: 36
dashTime: 0.2
dashCooldownTime: 1
@ -2473,6 +2454,7 @@ MonoBehaviour:
enemyLayer:
serializedVersion: 2
m_Bits: 64
attackResetTime: 2
--- !u!1 &1965505411
GameObject:
m_ObjectHideFlags: 0

View File

@ -1,34 +1,16 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
public class AnimationObject
{
public readonly String name;
public readonly float value;
public readonly Coroutine coroutine;
public AnimationObject(String name, float value, Coroutine coroutine)
{
this.name = name;
this.value = value;
this.coroutine = coroutine;
}
}
public class Animate : MonoBehaviour
{
private Animator _animator;
private RuntimeAnimatorController _animatorController;
public void initialize(Animator animator)
{
_animator = animator;
_animatorController = animator.runtimeAnimatorController;
}
List<AnimationObject> animations = new List<AnimationObject>();
public void AnimateState(string animVar, float animVal, float animationSpeed)
{
float t = Mathf.Clamp01(animationSpeed*Time.deltaTime);
@ -39,47 +21,27 @@ public void AnimateState(string animVar, float animVal, float animationSpeed)
//print(animator.GetCurrentAnimatorStateInfo(1).IsName("Idle"));
}
public bool IsCurrentAnimation(string name)
{
return _animator.GetCurrentAnimatorStateInfo(0).IsName(name);
}
public void TriggerAnimation(string triggerName)
{
_animator.SetTrigger(triggerName);
}
/*public void AnimateState(Animator animator, string animVar, float animVal, float animationSpeed)
public event Action OnReset;
void LeftReset(AnimationEvent animationEvent)
{
AnimationObject animationObject = animations.Find(item => item.name == animVar);
if (animationObject != null && !Mathf.Approximately(animationObject.value, animVal))
{
StopAnimation(animationObject);
}
StartAnimation(animator, animVar, animVal, animationSpeed);
}*/
void StartAnimation(Animator animator, string animVar, float animVal, float animationSpeed)
{
Coroutine coroutine = StartCoroutine(AnimateCoroutine(animator, animVar, animVal, animationSpeed));
animations.Add(new AnimationObject(animVar, animVal, coroutine));
OnReset?.Invoke();
}
void StopAnimation(AnimationObject animationObject)
void RightReset(AnimationEvent animationEvent)
{
if (animationObject.coroutine != null)
{
StopCoroutine(animationObject.coroutine);
}
animations.Remove(animationObject);
OnReset?.Invoke();
}
IEnumerator AnimateCoroutine(Animator animator, string animVar, float animVal, float animationSpeed)
void KickReset(AnimationEvent animationEvent)
{
float t = 0f;
float beginningVal = animator.GetFloat(animVar);
while (!Mathf.Approximately(animator.GetFloat(animVar), animVal))
{
animator.SetFloat(animVar, Mathf.Lerp(beginningVal, animVal, t));
t+= Mathf.Clamp(animationSpeed * Time.deltaTime, -1f, 1f);
yield return null;
}
OnReset?.Invoke();
}
}

View File

@ -26,6 +26,8 @@ public class Player : MonoBehaviour
private float minAimDistance;
[SerializeField]
private float maxAimDistance;
[SerializeField]
private Canvas aimCanvas;
[Header("Dash")]
[Range(0f, 100f)]
@ -39,19 +41,20 @@ public class Player : MonoBehaviour
[Header("Attacking")]
public LayerMask enemyLayer;
public float attackResetTime;
private Camera _camera;
private CharacterController _controller;
private Animate _animate;
private PlayerMove _playerMove;
private PlayerRotate _playerRotate;
private PlayerAimRotate _playerAimRotate;
private PlayerAttack _playerAttack;
private CameraMove _cameraMove;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
void Awake()
{
camOffset.z = camOffset.x;
@ -60,10 +63,14 @@ void Start()
_playerRotate = gameObject.AddComponent<PlayerRotate>();
_animate = gameObject.AddComponent<Animate>();
_playerAimRotate = gameObject.AddComponent<PlayerAimRotate>();
_playerAimRotate.initialize(aimCanvas);
_animate = _animator.gameObject.AddComponent<Animate>();
_animate.initialize(_animator);
_playerAttack = gameObject.AddComponent<PlayerAttack>();
//_playerAttack.initialize(_inputManager, enemyLayer, _animate);
_playerAttack.initialize(_inputManager, enemyLayer, _animate, attackResetTime);
_playerMove = gameObject.AddComponent<PlayerMove>();
_playerMove.initialize(_controller, dashTrail);
_cameraMove = gameObject.AddComponent<CameraMove>();
@ -74,7 +81,6 @@ void Update()
{
Vector3 moveInput = new Vector3(_inputManager.moveInput.x, 0f , _inputManager.moveInput.y);
Vector3 aimTarget = _playerRotate.AimTarget(minAimDistance, maxAimDistance, _camera, _inputManager.aimInput);
Vector3 moveDirection = _playerMove.GetMoveDirection(moveInput, _camera.transform);
Vector3 lookTarget = _playerRotate.LookTarget(moveDirection);
@ -84,7 +90,11 @@ void Update()
_playerMove.Dash(dashTime, dashCooldownTime, dashSpeed, _inputManager.sprintPerformed);
_playerMove.ApplyMovement(moveDirection, lookTarget, moveSpeed);
_cameraMove.MoveCamera();
Vector3 aimTarget = _playerAimRotate.AimTarget(minAimDistance, maxAimDistance, _camera, _inputManager.aimInput);
_playerAimRotate.ApplyRotation(aimTarget);
_playerAttack.Attack();
_animate.AnimateState("Walk", moveInput.magnitude, animationSpeed);
/*
@ -93,7 +103,7 @@ void Update()
//_animate.AnimateState("X", localMoveDirection.x, animationSpeed);
//_animate.AnimateState("Y", localMoveDirection.z, animationSpeed);
//_playerAttack.Attack();
//
*/
}
}

View File

@ -0,0 +1,46 @@
using UnityEngine;
public class PlayerAimRotate : MonoBehaviour
{
Canvas _canvas;
public void initialize(Canvas canvas)
{
_canvas = canvas;
}
Vector3 _lastLookTarget;
public Vector3 AimTarget(float minAimDistance, float maxAimDistance, Camera camera, Vector3 mouseInput)
{
Ray ray = camera.ScreenPointToRay(mouseInput); // Cast a ray from the mouse position
Plane plane = new Plane(Vector3.up, transform.position); // Assume a horizontal plane (y-axis)
float distance;
if (!plane.Raycast(ray, out distance)) // If the ray hits the plane
{
return _lastLookTarget;
}
Vector3 targetPoint = ray.GetPoint(distance);
RaycastHit hit;
if (Physics.Raycast(transform.position, (targetPoint - transform.position).normalized, out hit, 50f) && hit.collider.name == "AimTarget")
{
Vector3 aimTargetPosition = hit.collider.transform.position;
float distanceToTarget = Vector3.Distance(transform.position, aimTargetPosition);
float assistStrength = Mathf.Clamp((distanceToTarget - minAimDistance) / (maxAimDistance - minAimDistance), 0f, .6f);
targetPoint = Vector3.Lerp(targetPoint, aimTargetPosition, assistStrength);
//targetPoint = hit.collider.transform.position;
}
_lastLookTarget = new Vector3(targetPoint.x, transform.position.y, targetPoint.z);
return _lastLookTarget;
}
public void ApplyRotation(Vector3 aimTarget)
{
_canvas.transform.LookAt(aimTarget);
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 00f728c7ece942e44a4e0241395b314a

View File

@ -1,17 +1,57 @@
using System;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Events;
public class PlayerAttack : MonoBehaviour
{
private InputManager _inputManager;
private LayerMask _enemyLayermask;
public void initialize(LayerMask enemyLayermask)
private Animate _animate;
private float _attackResetTime;
public void initialize(InputManager inputManager, LayerMask enemyLayermask, Animate animate, float attackResetTime)
{
_inputManager = inputManager;
_enemyLayermask = enemyLayermask;
_animate = animate;
animate.OnReset += HandleReset;
_attackResetTime = attackResetTime;
}
private bool _canAttack = true;
private int _attack = 1;
public void Attack()
{
if (_canAttack && _inputManager.attackPerformed)
{
if (_attack >= 3 || _animate.IsCurrentAnimation("Blend Tree"))
{
_attack = 1;
}
switch (_attack)
{
case 1:
_animate.TriggerAnimation("Left");
print("left");
break;
case 2:
_animate.TriggerAnimation("Right");
print("right");
break;
}
_canAttack = false;
_attack++;
}
}
public void HandleReset()
{
print("reset");
_canAttack = true;
}
}

View File

@ -2,36 +2,6 @@
public class PlayerRotate : MonoBehaviour
{
Vector3 _lastLookTarget;
public Vector3 AimTarget(float minAimDistance, float maxAimDistance, Camera camera, Vector3 mouseInput)
{
Ray ray = camera.ScreenPointToRay(mouseInput); // Cast a ray from the mouse position
Plane plane = new Plane(Vector3.up, transform.position); // Assume a horizontal plane (y-axis)
float distance;
if (!plane.Raycast(ray, out distance)) // If the ray hits the plane
{
return _lastLookTarget;
}
Vector3 targetPoint = ray.GetPoint(distance);
RaycastHit hit;
if (Physics.Raycast(transform.position, (targetPoint - transform.position).normalized, out hit, 50f) && hit.collider.name == "AimTarget")
{
Vector3 aimTargetPosition = hit.collider.transform.position;
float distanceToTarget = Vector3.Distance(transform.position, aimTargetPosition);
float assistStrength = Mathf.Clamp((distanceToTarget - minAimDistance) / (maxAimDistance - minAimDistance), 0f, .6f);
targetPoint = Vector3.Lerp(targetPoint, aimTargetPosition, assistStrength);
//targetPoint = hit.collider.transform.position;
}
_lastLookTarget = new Vector3(targetPoint.x, transform.position.y, targetPoint.z);
return _lastLookTarget;
}
public Vector3 LookTarget(Vector3 moveDir)
{
return transform.position + moveDir;

View File

@ -149,7 +149,7 @@ private void Update()
{
if (_playerControlls.Player.Zoom.ReadValue<Vector2>().magnitude > 0.5f)
{
print(_playerControlls.Player.Zoom.ReadValue<Vector2>());
//print(_playerControlls.Player.Zoom.ReadValue<Vector2>());
}
sprintPerformed = _playerControlls.Player.Sprint.ReadValue<float>() > 0.5f;

View File

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userData:
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