Добавлено базовое перемещение, тестовый материал
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@@ -0,0 +1,157 @@
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|||||||
|
using KinematicCharacterController;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Code.Gameplay.Player
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* Скрипт, отвечающий за передвижения игрока
|
||||||
|
* Реализует физическое движение персонажа с использованием Kinematic Character Controller
|
||||||
|
* Обрабатывает ввод пользователя, применяет движение и вращение с учетом поверхности
|
||||||
|
*
|
||||||
|
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||||
|
*/
|
||||||
|
|
||||||
|
// Структура для хранения входных данных от игрока
|
||||||
|
public struct PlayerInputs
|
||||||
|
{
|
||||||
|
public float MoveAxisForward; // Ввод движения вперед/назад (W/S или Up/Down)
|
||||||
|
public float MoveAxisRight; // Ввод движения влево/вправо (A/D или Left/Right)
|
||||||
|
public Quaternion CameraRotation; // Текущее вращение камеры для определения направления движения
|
||||||
|
}
|
||||||
|
|
||||||
|
public class CharacterController : MonoBehaviour, ICharacterController
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private KinematicCharacterMotor motor; // Движок физического перемещения персонажа
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float
|
||||||
|
maxStableMoveSpeed = 10f, // Максимальная скорость движения по устойчивой поверхности
|
||||||
|
stableMovementSharpness = 15f, // Резкость изменения скорости движения (чем выше - тем резче)
|
||||||
|
orientationSharpness = 10f; // Резкость изменения вращения персонажа (чем выше - тем резче)
|
||||||
|
|
||||||
|
// Векторы движения и направления взгляда
|
||||||
|
private Vector3 _moveInputVector, _lookInputVector;
|
||||||
|
|
||||||
|
// Инициализация контроллера
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обработка и преобразование входных данных от игрока
|
||||||
|
public void SetInputs(ref PlayerInputs inputs)
|
||||||
|
{
|
||||||
|
// Нормализация вектора движения и ограничение его величины до 1
|
||||||
|
Vector3 moveInputVector =
|
||||||
|
Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0, inputs.MoveAxisForward), 1f);
|
||||||
|
|
||||||
|
// Получение направления камеры в горизонтальной плоскости (игнорируя наклон)
|
||||||
|
Vector3 cameraPlanarDirection =
|
||||||
|
Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, motor.CharacterUp).normalized;
|
||||||
|
|
||||||
|
// Резервный расчет направления, если основное направление параллельно вертикали
|
||||||
|
if (cameraPlanarDirection.sqrMagnitude == 0f)
|
||||||
|
{
|
||||||
|
cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, motor.CharacterUp);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Создание вращения на основе направления камеры
|
||||||
|
Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, motor.CharacterUp);
|
||||||
|
|
||||||
|
// Преобразование локального ввода в мировые координаты относительно камеры
|
||||||
|
_moveInputVector = cameraPlanarRotation * moveInputVector;
|
||||||
|
|
||||||
|
// Направление взгляда совпадает с направлением движения (нормализованное)
|
||||||
|
_lookInputVector = _moveInputVector.normalized;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обновление вращения персонажа на основе входных данных
|
||||||
|
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||||
|
{
|
||||||
|
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||||
|
if (_lookInputVector.sqrMagnitude > 0 && orientationSharpness > 0)
|
||||||
|
{
|
||||||
|
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||||
|
Vector3 smoothedLookInputDirection = Vector3.Slerp(
|
||||||
|
motor.CharacterForward,
|
||||||
|
_lookInputVector,
|
||||||
|
1f - Mathf.Exp(-orientationSharpness * deltaTime)
|
||||||
|
).normalized;
|
||||||
|
|
||||||
|
// Установка нового вращения смотря в сглаженном направлении
|
||||||
|
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обновление скорости движения персонажа
|
||||||
|
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||||
|
{
|
||||||
|
// Сохранение текущей величины скорости
|
||||||
|
float currentVelocityMagnitude = currentVelocity.magnitude;
|
||||||
|
|
||||||
|
// Получение нормали поверхности для корректного движения по наклонным плоскостям
|
||||||
|
Vector3 effectiveGroundNormal = motor.GroundingStatus.GroundNormal;
|
||||||
|
|
||||||
|
// Переориентация текущей скорости вдоль поверхности
|
||||||
|
currentVelocity = motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude;
|
||||||
|
|
||||||
|
// Переориентация входного вектора движения вдоль поверхности
|
||||||
|
Vector3 inputRight = Vector3.Cross(_moveInputVector, motor.CharacterUp);
|
||||||
|
Vector3 reorientedInput = Vector3.Cross(effectiveGroundNormal, inputRight).normalized * _moveInputVector.magnitude;
|
||||||
|
|
||||||
|
// Расчет целевой скорости движения с учетом ограничения максимальной скорости
|
||||||
|
Vector3 targetMovementVelocity = reorientedInput * maxStableMoveSpeed;
|
||||||
|
|
||||||
|
// Плавная интерполяция текущей скорости к целевой с экспоненциальным сглаживанием
|
||||||
|
currentVelocity = Vector3.Lerp(
|
||||||
|
currentVelocity,
|
||||||
|
targetMovementVelocity,
|
||||||
|
1f - Mathf.Exp(-stableMovementSharpness * deltaTime)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Метод вызывается перед обновлением персонажа (можно использовать для подготовки)
|
||||||
|
public void BeforeCharacterUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Метод вызывается после обработки столкновения с землей
|
||||||
|
public void PostGroundingUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Метод вызывается после обновления персонажа (можно использовать для пост-обработки)
|
||||||
|
public void AfterCharacterUpdate(float deltaTime)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Проверка валидности коллайдера для обработки столкновений
|
||||||
|
public bool IsColliderValidForCollisions(Collider coll)
|
||||||
|
{
|
||||||
|
return true; // Все коллайдеры считаются валидными для столкновений
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обработка столкновения с землей (вызывается при приземлении)
|
||||||
|
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обработка столкновения при движении (вызывается при ударе о препятствие)
|
||||||
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
|
||||||
|
ref HitStabilityReport hitStabilityReport)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обработка отчета о стабильности столкновения
|
||||||
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition,
|
||||||
|
Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
// Обработка дискретных столкновений (для триггеров и специальных коллайдеров)
|
||||||
|
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: a6f74123648343c498c883d02909b499
|
||||||
|
timeCreated: 1760641740
|
||||||
@@ -2,12 +2,15 @@ using Code.Gameplay.Player;
|
|||||||
using Code.Input;
|
using Code.Input;
|
||||||
using Reflex.Attributes;
|
using Reflex.Attributes;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using CharacterController = Code.Gameplay.Player.CharacterController;
|
||||||
|
|
||||||
public class Player : MonoBehaviour
|
public class Player : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private PlayerCamera playerCamera;
|
private PlayerCamera playerCamera;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
|
private CharacterController characterController;
|
||||||
|
[SerializeField]
|
||||||
private Transform cameraFollowPoint;
|
private Transform cameraFollowPoint;
|
||||||
[Inject] private IInputService _inputService;
|
[Inject] private IInputService _inputService;
|
||||||
|
|
||||||
@@ -27,6 +30,24 @@ public class Player : MonoBehaviour
|
|||||||
new Vector3(lookInput.x, lookInput.y, 0));
|
new Vector3(lookInput.x, lookInput.y, 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void HandleCharacterInput()
|
||||||
|
{
|
||||||
|
PlayerInputs inputs = new PlayerInputs();
|
||||||
|
|
||||||
|
Vector2 moveInput = _inputService.MoveInput;
|
||||||
|
inputs.MoveAxisForward = moveInput.y;
|
||||||
|
inputs.MoveAxisRight = moveInput.x;
|
||||||
|
|
||||||
|
inputs.CameraRotation = playerCamera.transform.rotation;
|
||||||
|
|
||||||
|
characterController.SetInputs(ref inputs);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
HandleCharacterInput();
|
||||||
|
}
|
||||||
|
|
||||||
private void LateUpdate()
|
private void LateUpdate()
|
||||||
{
|
{
|
||||||
HandleCameraInput();
|
HandleCameraInput();
|
||||||
|
|||||||
@@ -9,5 +9,6 @@ namespace Code.Input
|
|||||||
|
|
||||||
Vector2 LookInput { get; }
|
Vector2 LookInput { get; }
|
||||||
float ZoomInput { get; }
|
float ZoomInput { get; }
|
||||||
|
Vector2 MoveInput { get; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -13,6 +13,7 @@ namespace Code.Input
|
|||||||
// Для работы с камерой
|
// Для работы с камерой
|
||||||
public Vector2 LookInput { get; private set; }
|
public Vector2 LookInput { get; private set; }
|
||||||
public float ZoomInput { get; private set; }
|
public float ZoomInput { get; private set; }
|
||||||
|
public Vector2 MoveInput { get; private set; }
|
||||||
|
|
||||||
public InputService(InputActionAsset inputActionAsset)
|
public InputService(InputActionAsset inputActionAsset)
|
||||||
{
|
{
|
||||||
@@ -31,6 +32,13 @@ namespace Code.Input
|
|||||||
var zoomAction = gameplayMap.FindAction("Zoom");
|
var zoomAction = gameplayMap.FindAction("Zoom");
|
||||||
zoomAction.performed += OnZoomPerformed;
|
zoomAction.performed += OnZoomPerformed;
|
||||||
zoomAction.canceled += OnZoomCanceled;
|
zoomAction.canceled += OnZoomCanceled;
|
||||||
|
|
||||||
|
var moveAction = gameplayMap.FindAction("Move");
|
||||||
|
if (moveAction != null)
|
||||||
|
{
|
||||||
|
moveAction.performed += OnMovePerformed;
|
||||||
|
moveAction.canceled += OnMoveCanceled;
|
||||||
|
}
|
||||||
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|
}
|
||||||
|
|
||||||
private void OnLookPerformed(InputAction.CallbackContext context)
|
private void OnLookPerformed(InputAction.CallbackContext context)
|
||||||
@@ -52,6 +60,16 @@ namespace Code.Input
|
|||||||
{
|
{
|
||||||
ZoomInput = 0f;
|
ZoomInput = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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|
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|
{
|
||||||
|
MoveInput = context.ReadValue<Vector2>();
|
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|
}
|
||||||
|
|
||||||
|
private void OnMoveCanceled(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
MoveInput = Vector2.zero;
|
||||||
|
}
|
||||||
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|
||||||
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
public void EnableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Enable();
|
||||||
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
public void DisableMap(ActionMappings actionMap) => _inputActionAsset.actionMaps[(int)actionMap].Disable();
|
||||||
@@ -70,6 +88,8 @@ namespace Code.Input
|
|||||||
gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
|
gameplayMap.FindAction("Look").canceled -= OnLookCanceled;
|
||||||
gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
|
gameplayMap.FindAction("Zoom").performed -= OnZoomPerformed;
|
||||||
gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
|
gameplayMap.FindAction("Zoom").canceled -= OnZoomCanceled;
|
||||||
|
gameplayMap.FindAction("Move").performed -= OnMovePerformed;
|
||||||
|
gameplayMap.FindAction("Move").canceled -= OnMoveCanceled;
|
||||||
}
|
}
|
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m_LocalScale: {x: 0.5, y: 0.2, z: 0.4}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@@ -358,8 +358,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: f1d98e6c5419411098391c07861e627e, type: 3}
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m_Script: {fileID: 11500000, guid: f1d98e6c5419411098391c07861e627e, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Player.PlayerCamera
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Player.PlayerCamera
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minDistance: 0
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maxDistance: 10
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maxDistance: 10
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distanceMovementSpeed: 5
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distanceMovementSpeed: 5
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distanceMovementSharpness: 10000
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distanceMovementSharpness: 10000
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@@ -369,6 +369,9 @@ MonoBehaviour:
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minVerticalAngle: -45
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minVerticalAngle: -45
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minHorizontalAngle: -90
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maxHorizontalAngle: 90
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defaultHorizontalAngle: 0
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--- !u!1 &453575297
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--- !u!1 &453575297
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GameObject:
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GameObject:
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@@ -394,7 +397,7 @@ Transform:
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m_GameObject: {fileID: 453575297}
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m_LocalPosition: {x: 0.644, y: 1.395, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@@ -466,7 +469,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_Materials:
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- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
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- {fileID: 2100000, guid: 115fc1c80dafb04e0a00ffed85cfb715, type: 2}
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@@ -644,6 +647,9 @@ GameObject:
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m_Component:
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- component: {fileID: 1696686254}
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- component: {fileID: 1696686254}
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- component: {fileID: 1696686255}
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- component: {fileID: 1696686255}
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- component: {fileID: 1696686257}
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- component: {fileID: 1696686256}
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- component: {fileID: 1696686258}
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m_Layer: 0
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m_Layer: 0
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m_Name: Player
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m_Name: Player
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m_TagString: Untagged
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m_TagString: Untagged
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Player
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m_EditorClassIdentifier: Assembly-CSharp::Player
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playerCamera: {fileID: 338454664}
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playerCamera: {fileID: 338454664}
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characterController: {fileID: 1696686258}
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cameraFollowPoint: {fileID: 453575298}
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cameraFollowPoint: {fileID: 453575298}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1696686253}
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m_Script: {fileID: 11500000, guid: 4d1bc5515e3ab954e80599c538834774, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::KinematicCharacterController.KinematicCharacterMotor
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CapsulePhysicsMaterial: {fileID: 0}
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StableGroundLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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DiscreteCollisionEvents: 0
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StepHandling: 1
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MaxStepHeight: 0.5
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AllowSteppingWithoutStableGrounding: 0
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LedgeAndDenivelationHandling: 1
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MaxStableDistanceFromLedge: 0.5
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MaxVelocityForLedgeSnap: 0
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MaxStableDenivelationAngle: 180
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InteractiveRigidbodyHandling: 1
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SimulatedCharacterMass: 1
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PreserveAttachedRigidbodyMomentum: 1
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HasPlanarConstraint: 0
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PlanarConstraintAxis: {x: 0, y: 0, z: 1}
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MaxMovementIterations: 5
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MaxDecollisionIterations: 1
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CheckMovementInitialOverlaps: 1
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KillVelocityWhenExceedMaxMovementIterations: 1
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--- !u!136 &1696686257
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1696686253}
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m_Material: {fileID: 0}
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_Script: {fileID: 11500000, guid: a6f74123648343c498c883d02909b499, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Code.Gameplay.Player.CharacterController
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--- !u!1 &1959874989
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@@ -17,5 +17,6 @@ EditorBuildSettings:
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path: Assets/Resources/Scenes/MovementDev.unity
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Reference in new issue
Block a user