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No files matched your search
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
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]
|
||||
}
|
||||
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: d447fc60305c17a17bf20948ab295a45
|
||||
m_currentHash:
|
||||
serializedVersion: 2
|
||||
Hash: 00000000000000000000000000000000
|
||||
Hash: 3c5700e397b4ab89d0d2926a0d2310ce
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
@@ -198,6 +198,11 @@ MonoBehaviour:
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: e3a3840a7963bf841872cddb02e90151
|
||||
m_Address: Prefabs/Levels/MainMenu 1
|
||||
m_ReadOnly: 0
|
||||
m_SerializedLabels: []
|
||||
FlaggedDuringContentUpdateRestriction: 0
|
||||
- m_GUID: ebe18293a5ef86704b23dad3a1786476
|
||||
m_Address: Half-Life01
|
||||
m_ReadOnly: 0
|
||||
|
||||
@@ -53,7 +53,8 @@ namespace Code.App.AppStates
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Context.InputService.EnableMap(ActionMappings.Gameplay);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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Context.SceneLoaderService.LoadSceneAsyncAwaitable((int)SceneIds.DevGen);
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Context.LoadingManager.OnLoadingEnded += AfterSceneLoaded;
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@@ -89,7 +90,7 @@ namespace Code.App.AppStates
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Context.LoadingManager.OnLoadingEnded -= AfterSceneLoaded;
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Context.LoadingManager.OnLoadingEnded += AfterPlayerLoaded;
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await UniTask.WhenAll(
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WaitForPlayerArmsToInitialize(),
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WaitForPlayerCharacterLoad()
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@@ -161,7 +162,13 @@ namespace Code.App.AppStates
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private void RoomPassedDEBUG(InputAction.CallbackContext context)
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{
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_orderService.RoomPassed();
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}
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}
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private OrderDispenser _debugTube;
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private void Tube(InputAction.CallbackContext context)
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{
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_debugTube.ThrowOrder();
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}
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// DEBUG
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private bool _tickEnabled;
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public override void Tick()
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@@ -199,7 +206,8 @@ namespace Code.App.AppStates
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug1, InstaKillDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug4, RoomPassedDEBUG);
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Context.InputService.DebugUnbindAction((int)ActionMappings.Debug, (int)DebugActions.Debug5, Tube);
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base.ExitState();
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}
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@@ -247,7 +255,8 @@ namespace Code.App.AppStates
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private GameplaySceneEnvironment SceneEnvironmentVariables(Container sceneContainer)
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{
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var sceneEnvironment = (GameplaySceneEnvironment)sceneContainer.Resolve<CurrentSceneEnvironment>();
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return sceneEnvironment;
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}
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}
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@@ -22,18 +22,12 @@ namespace Code.Configs
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slideSpeed = 20f, // Скорость слайда
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slideDuration = 0.8f, // Длительность слайда в секундах
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slideCooldown = 1.5f; // Время перезарядки слайда в секундах
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// Залазание на стены
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public float
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wallClimbSpeedFactor = 0.8f, // Коэффициент преобразования горизонтальной скорости в вертикальную при залазании на стену
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minWallClimbSpeed = 9f, // Минимальная горизонтальная скорость для начала залазания на стену
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wallDetectionAngleThreshold = 80f; // Максимальный угол (в градусах) от вертикали, при котором поверхность считается "стеной"
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// Наклон при залазании на стены
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public float
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maxWallLeanAngle = 45f, // Максимальный угол наклона от стены (в градусах)
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wallLeanSharpness = 50f, // Скорость наклона/выпрямления (чем выше — тем резче)
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wallLeanHeightScale = 0.1f; // Множитель: на сколько метров подъёма = 1 единица "наклона"
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public float
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leanAngle = 25f,
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leanThreshold = 0.3f,
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leanSmoothSpeed = 10f;
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// Гравитация
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public Vector3 gravity = new(0f, -30f, 0f); // Вектор, отвечающий за применение гравитации
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+59
-128
@@ -1,147 +1,78 @@
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using UnityEngine;
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using KinematicCharacterController;
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namespace Code.Gameplay.Character.Controller.Abilities
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{
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/*
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* Механика наклона персонажа при контакте со стеной
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* Управляет визуальным наклоном модели в зависимости от высоты подъёма по стене
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||||
*/
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public class WallLeanMechanic
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{
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private readonly float _maxLeanAngle;
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private readonly float _leanSharpness;
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private readonly float _heightScale;
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|
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private Transform _characterTransform;
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private Vector3 _lastWallNormal;
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private float _lastWallContactHeight;
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private float _leanFactor;
|
||||
private float _leanSign;
|
||||
private Vector3 _leanDirection;
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|
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private Vector3 _lastWallContactPoint;
|
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private bool _isLeaningOnWall;
|
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private const float WallProximityThreshold = 0.6f;
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||||
private readonly float _leanAngle;
|
||||
private readonly float _threshold;
|
||||
private readonly float _smoothSpeed;
|
||||
|
||||
public WallLeanMechanic(float maxLeanAngle, float leanSharpness, float heightScale)
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||||
private Transform _model;
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||||
|
||||
public WallLeanMechanic(
|
||||
float leanAngle,
|
||||
float threshold,
|
||||
float smoothSpeed)
|
||||
{
|
||||
_maxLeanAngle = maxLeanAngle;
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||||
_leanSharpness = leanSharpness;
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||||
_heightScale = heightScale;
|
||||
_leanAngle = leanAngle;
|
||||
_threshold = threshold;
|
||||
_smoothSpeed = smoothSpeed;
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||||
}
|
||||
|
||||
// Назначаем трансформ визуальной модели один раз
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||||
public void SetCharacterTransform(Transform transform)
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public void SetModel(Transform model) => _model = model;
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||||
public void Update(bool isWallRunning, Vector3 wallNormal, Vector3 characterForward)
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||||
{
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_characterTransform = transform;
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||||
}
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||||
// Вызывается из OnMovementHit
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||||
public void OnWallContact(KinematicCharacterMotor motor, Vector3 wallNormal, float contactHeight)
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{
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// Только если это действительно стена (не пол/потолок)
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||||
var dotWithUp = Vector3.Dot(wallNormal, motor.CharacterUp);
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if (Mathf.Abs(dotWithUp) > 0.7f) // ~45°, можно настроить
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||||
return;
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||||
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||||
_lastWallNormal = wallNormal;
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||||
_lastWallContactHeight = contactHeight;
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||||
_lastWallContactPoint = motor.TransientPosition;
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||||
|
||||
// Пересчитываем направление наклона
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||||
_leanDirection = -_lastWallNormal;
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||||
_leanDirection = Vector3.ProjectOnPlane(_leanDirection, motor.CharacterUp).normalized;
|
||||
|
||||
_leanSign = 1;
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||||
|
||||
// what the fuck
|
||||
if (_leanDirection.x != 0)
|
||||
if (!_model)
|
||||
{
|
||||
switch (_leanDirection.x)
|
||||
{
|
||||
case -1 or 1 when motor.CharacterRight.x > 0.1f:
|
||||
_leanSign = -1;
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||||
break;
|
||||
case -1 or 1 when Mathf.Abs(motor.CharacterRight.x) < 0.1f:
|
||||
_leanDirection = new Vector3(0, 0, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (_leanDirection.z)
|
||||
{
|
||||
case 1 when Mathf.Abs(motor.CharacterRight.z) < 0.1f:
|
||||
_leanSign = -1;
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||||
break;
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||||
case -1 when motor.CharacterRight.z < -0.1f:
|
||||
case 1 when motor.CharacterRight.z > 0.1f:
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||||
_leanDirection = new Vector3(-1, 0, 0);
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||||
break;
|
||||
case -1 when motor.CharacterRight.z > 0.1f:
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||||
case 1 when motor.CharacterRight.z < -0.1f:
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||||
_leanDirection = new Vector3(1, 0, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_isLeaningOnWall = true;
|
||||
}
|
||||
|
||||
// Обновление каждый кадр
|
||||
public void UpdateLean(KinematicCharacterMotor motor, float deltaTime)
|
||||
{
|
||||
if (!_characterTransform) return;
|
||||
|
||||
var currentPosition = motor.TransientPosition;
|
||||
|
||||
var isStillNearWall = false;
|
||||
if (_isLeaningOnWall && _lastWallNormal != Vector3.zero)
|
||||
{
|
||||
var toWall = currentPosition - _lastWallContactPoint;
|
||||
var distanceToWallPlane = Mathf.Abs(Vector3.Dot(toWall, _lastWallNormal));
|
||||
isStillNearWall = distanceToWallPlane <= WallProximityThreshold;
|
||||
}
|
||||
|
||||
if (_isLeaningOnWall)
|
||||
{
|
||||
var isBelowContactHeight = currentPosition.y < _lastWallContactHeight;
|
||||
|
||||
if (!isStillNearWall || isBelowContactHeight)
|
||||
{
|
||||
_isLeaningOnWall = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
var heightDelta = currentPosition.y - _lastWallContactHeight;
|
||||
var targetLeanFactor = Mathf.Clamp01(heightDelta * _heightScale);
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, targetLeanFactor, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isLeaningOnWall)
|
||||
{
|
||||
_leanFactor = Mathf.Lerp(_leanFactor, 0f, 1f - Mathf.Exp(-_leanSharpness * deltaTime));
|
||||
}
|
||||
|
||||
ApplyLeanRotation(motor);
|
||||
}
|
||||
|
||||
private void ApplyLeanRotation(KinematicCharacterMotor motor)
|
||||
{
|
||||
if (_leanFactor <= 0.01f)
|
||||
{
|
||||
_characterTransform.localRotation = Quaternion.identity;
|
||||
_model.localRotation = Quaternion.identity;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_leanDirection.sqrMagnitude < 0.01f) return;
|
||||
var targetRotation = Quaternion.identity;
|
||||
|
||||
var leanAngle = _leanSign * _leanFactor * _maxLeanAngle;
|
||||
var leanAxis = Vector3.Cross(motor.CharacterUp, _leanDirection);
|
||||
var leanRotation = Quaternion.AngleAxis(leanAngle, leanAxis);
|
||||
_characterTransform.localRotation = leanRotation;
|
||||
if (isWallRunning)
|
||||
{
|
||||
var n = new Vector3(wallNormal.x, 0f, wallNormal.z).normalized;
|
||||
if (n.sqrMagnitude < 0.001f) n = Vector3.forward;
|
||||
|
||||
var bodyRight = Vector3.Cross(Vector3.up, characterForward).normalized;
|
||||
var side = Vector3.Dot(n, bodyRight);
|
||||
var front = Vector3.Dot(n, characterForward);
|
||||
|
||||
var axis = Vector3.right;
|
||||
var angle = 0f;
|
||||
|
||||
if (side > _threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (side < -_threshold)
|
||||
{
|
||||
axis = Vector3.forward;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
else if (front > _threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = -_leanAngle;
|
||||
}
|
||||
else if (front < -_threshold)
|
||||
{
|
||||
axis = Vector3.right;
|
||||
angle = _leanAngle;
|
||||
}
|
||||
|
||||
targetRotation = Quaternion.AngleAxis(angle, axis);
|
||||
}
|
||||
|
||||
_model.localRotation = Quaternion.Slerp(
|
||||
_model.localRotation,
|
||||
targetRotation,
|
||||
1f - Mathf.Exp(-_smoothSpeed * Time.deltaTime)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+256
@@ -0,0 +1,256 @@
|
||||
using Code.Gameplay.Character.Controller.Input;
|
||||
using Code.Gameplay.Character.Core;
|
||||
using KinematicCharacterController;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Gameplay.Character.Controller.Abilities
|
||||
{
|
||||
public class WallRunningMechanic
|
||||
{
|
||||
public float MaxWallRunTime = 1.75f;
|
||||
public float WallRunSpeed = 8.0f;
|
||||
public float WallRunAcceleration = 25.0f;
|
||||
public float WallRunGravityScale = 0.25f;
|
||||
public float WallDetachImpulse = 7.0f;
|
||||
public float WallContactAngleThreshold = 45.0f;
|
||||
|
||||
private bool _isWallRunning;
|
||||
private float _wallRunTimer;
|
||||
private Vector3 _wallNormal;
|
||||
private Vector3 _wallTangentRight;
|
||||
private Vector3 _wallTangentUp;
|
||||
private Vector3 _wallContactPoint;
|
||||
private Vector3 _lastMoveInputInWallSpace;
|
||||
|
||||
private float _surfaceAngleCos;
|
||||
private bool _canWallRun;
|
||||
public float WallContactHeight { get; private set; }
|
||||
|
||||
public Vector3 WallRunStartForward { get; private set; }
|
||||
|
||||
private KinematicCharacterMotor _motor;
|
||||
private CharacterInputHandler _inputHandler;
|
||||
|
||||
public bool IsWallRunning => _isWallRunning;
|
||||
|
||||
public void Initialize(KinematicCharacterMotor motor, CharacterInputHandler inputHandler)
|
||||
{
|
||||
_motor = motor;
|
||||
_inputHandler = inputHandler;
|
||||
_surfaceAngleCos = Mathf.Cos(Mathf.Deg2Rad * WallContactAngleThreshold);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_isWallRunning = false;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = Vector3.zero;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime)
|
||||
{
|
||||
if (_isWallRunning)
|
||||
{
|
||||
_wallRunTimer += deltaTime;
|
||||
if (_wallRunTimer > MaxWallRunTime)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryStartWallRun(Vector3 hitNormal, Vector3 hitPoint)
|
||||
{
|
||||
if (_isWallRunning) return false;
|
||||
|
||||
float dotWithUp = Vector3.Dot(hitNormal, _motor.CharacterUp);
|
||||
bool isWall = Mathf.Abs(dotWithUp) < _surfaceAngleCos;
|
||||
|
||||
if (!isWall) return false;
|
||||
|
||||
if (_motor.GroundingStatus.IsStableOnGround) return false;
|
||||
|
||||
float velocityIntoWall = Vector3.Dot(_motor.Velocity, -hitNormal);
|
||||
if (velocityIntoWall < 1f) return false;
|
||||
|
||||
StartWallRun(hitNormal, hitPoint);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void StartWallRun(Vector3 wallNormal, Vector3 contactPoint)
|
||||
{
|
||||
_isWallRunning = true;
|
||||
_wallRunTimer = 0f;
|
||||
_wallNormal = wallNormal.normalized;
|
||||
_wallContactPoint = contactPoint;
|
||||
WallContactHeight = contactPoint.y;
|
||||
|
||||
//_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
|
||||
_wallTangentUp = Vector3.Cross(_wallTangentRight, _wallNormal).normalized;
|
||||
if (Vector3.Dot(_wallTangentUp, Vector3.up) < 0)
|
||||
_wallTangentUp = -_wallTangentUp;
|
||||
|
||||
WallRunStartForward = _motor.CharacterForward;
|
||||
_motor.ForceUnground();
|
||||
}
|
||||
|
||||
public void HandleWallRun(ref Vector3 currentVelocity, CharacterInputs inputs, float deltaTime)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
if (!IsWallStillPresent()) { DetachFromWall(false); return; }
|
||||
|
||||
Vector3 moveInputWorld = _inputHandler.MoveInputVector;
|
||||
Vector3 moveInWallPlane = Vector3.ProjectOnPlane(moveInputWorld, _wallNormal);
|
||||
|
||||
Vector3 wsMove = Vector3.Project(moveInWallPlane, _wallTangentRight);
|
||||
|
||||
float ad = inputs.MoveAxisRight;
|
||||
|
||||
float sideDot = Vector3.Dot(_wallNormal, _motor.CharacterRight);
|
||||
if (sideDot < 0)
|
||||
ad = -ad;
|
||||
|
||||
Vector3 adMove = _wallTangentUp * (-ad);
|
||||
|
||||
Vector3 finalMove = wsMove + adMove;
|
||||
finalMove = finalMove.normalized * moveInputWorld.magnitude;
|
||||
|
||||
Vector3 targetVelocity = finalMove * WallRunSpeed;
|
||||
|
||||
currentVelocity = Vector3.Lerp(
|
||||
currentVelocity,
|
||||
targetVelocity,
|
||||
1f - Mathf.Exp(-WallRunAcceleration * deltaTime)
|
||||
);
|
||||
|
||||
currentVelocity += Physics.gravity * (WallRunGravityScale * deltaTime);
|
||||
|
||||
float distanceToWall = Vector3.Dot(_motor.TransientPosition - _wallContactPoint, _wallNormal);
|
||||
if (Mathf.Abs(distanceToWall) > 0.8f)
|
||||
{
|
||||
DetachFromWall(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (inputs.JumpPressed)
|
||||
{
|
||||
DetachFromWall(true);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsWallStillPresent()
|
||||
{
|
||||
if (_motor == null) return false;
|
||||
|
||||
Vector3 characterCenter = _motor.TransientPosition;
|
||||
Vector3 characterForward = _motor.CharacterForward;
|
||||
Vector3 characterRight = _motor.CharacterRight;
|
||||
Vector3 characterUp = _motor.CharacterUp;
|
||||
|
||||
float checkDistance = 0.45f;
|
||||
Vector3 rayOrigin = characterCenter + characterUp * 0.2f;
|
||||
Vector3 rayDir = -_wallNormal;
|
||||
|
||||
Vector3[] offsets = {
|
||||
Vector3.zero,
|
||||
characterUp * 0.3f,
|
||||
-characterUp * 0.3f,
|
||||
characterRight * 0.2f,
|
||||
-characterRight * 0.2f
|
||||
};
|
||||
|
||||
foreach (var offset in offsets)
|
||||
{
|
||||
if (Physics.Raycast(rayOrigin + offset, rayDir, out RaycastHit hit, checkDistance,
|
||||
_motor.CollidableLayers, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
float dotWithUp = Mathf.Abs(Vector3.Dot(hit.normal, characterUp));
|
||||
if (dotWithUp < _surfaceAngleCos)
|
||||
{
|
||||
_wallNormal = hit.normal.normalized;
|
||||
_wallContactPoint = hit.point;
|
||||
|
||||
/*_wallTangentUp = Vector3.ProjectOnPlane(_motor.CharacterUp, _wallNormal).normalized;
|
||||
if (_wallTangentUp.sqrMagnitude < 0.01f) _wallTangentUp = Vector3.up;
|
||||
_wallTangentRight = Vector3.Cross(_wallNormal, _wallTangentUp).normalized;
|
||||
*/
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DetachFromWall(bool withImpulse)
|
||||
{
|
||||
if (!_isWallRunning) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
if (withImpulse && _motor != null)
|
||||
{
|
||||
Vector3 detachImpulse = -_wallNormal * WallDetachImpulse;
|
||||
_motor.BaseVelocity += detachImpulse;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 GetWallNormal() => _wallNormal;
|
||||
public bool TryGetWallTangents(out Vector3 up, out Vector3 right)
|
||||
{
|
||||
if (!_isWallRunning)
|
||||
{
|
||||
up = right = Vector3.zero;
|
||||
return false;
|
||||
}
|
||||
up = _wallTangentUp;
|
||||
right = _wallTangentRight;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanWallRun()
|
||||
{
|
||||
return !_isWallRunning && !_motor.GroundingStatus.IsStableOnGround;
|
||||
}
|
||||
|
||||
public void PerformWallJump(CharacterInputs inputs, Quaternion cameraRotation)
|
||||
{
|
||||
if (!_isWallRunning || _motor == null) return;
|
||||
|
||||
_isWallRunning = false;
|
||||
|
||||
Vector3 wallAway = _wallNormal;
|
||||
Vector3 wallUp = _wallTangentUp;
|
||||
|
||||
Vector3 playerForward = cameraRotation * Vector3.forward;
|
||||
|
||||
Vector3 forwardInWallPlane = Vector3.ProjectOnPlane(playerForward, _wallNormal).normalized;
|
||||
if (forwardInWallPlane.sqrMagnitude < 0.01f) forwardInWallPlane = _wallTangentRight;
|
||||
|
||||
Vector3 jumpDirection =
|
||||
forwardInWallPlane * 0.2f +
|
||||
wallAway * 0.4f +
|
||||
wallUp * 0.4f;
|
||||
|
||||
jumpDirection = jumpDirection.normalized;
|
||||
|
||||
float wallJumpForce = WallDetachImpulse * 2f;
|
||||
|
||||
Vector3 jumpImpulse = jumpDirection * wallJumpForce;
|
||||
|
||||
_motor.BaseVelocity += jumpImpulse;
|
||||
|
||||
_motor.SetPosition(_motor.TransientPosition + wallAway * 0.07f);
|
||||
|
||||
if (_motor.CharacterController is CustomCharacterController controller)
|
||||
{
|
||||
controller.BlockAbilities(0.12f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4bef67aa9cf14753a63ea07eecc5ff67
|
||||
timeCreated: 1764263348
|
||||
+59
-91
@@ -15,7 +15,7 @@ namespace Code.Gameplay.Character.Controller
|
||||
* 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
|
||||
* Источник: Tvtig, https://www.youtube.com/watch?v=9ibpY64wBYM
|
||||
*/
|
||||
public class CustomCharacterController : MonoBehaviour, ICharacterController
|
||||
{
|
||||
@@ -28,49 +28,23 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Подсистемы
|
||||
private CharacterInputHandler _inputHandler;
|
||||
private SlideMechanic _slideMechanic;
|
||||
private WallClimbMechanic _wallClimbMechanic;
|
||||
// private WallClimbMechanic _wallClimbMechanic;
|
||||
private WallRunningMechanic _wallRunningMechanic;
|
||||
private WallLeanMechanic _wallLeanMechanic;
|
||||
private GroundMovementSystem _groundMovement;
|
||||
private AirMovementSystem _airMovement;
|
||||
|
||||
public bool IsSliding => _slideMechanic.IsSliding;
|
||||
public bool IsWallRunning => _wallRunningMechanic.IsWallRunning;
|
||||
|
||||
private float abilityBlockTimer;
|
||||
private bool isAbilitiesBlocked;
|
||||
|
||||
private CharacterInputs _lastInputs;
|
||||
|
||||
public void SetPosition(Vector3 position) => motor.SetPosition(position);
|
||||
public void SetRotation(Quaternion rotation) => motor.SetRotation(rotation);
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Awake()
|
||||
// {
|
||||
// // Инициализация подсистем с параметрами из конфига
|
||||
// _inputHandler = new CharacterInputHandler(
|
||||
// _characterConfig.sprintAngleThreshold
|
||||
// );
|
||||
// _slideMechanic = new SlideMechanic(
|
||||
// _characterConfig.slideSpeed,
|
||||
// _characterConfig.slideDuration,
|
||||
// _characterConfig.slideCooldown
|
||||
// );
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
// _wallLeanMechanic = new WallLeanMechanic(
|
||||
// _characterConfig.maxWallLeanAngle,
|
||||
// _characterConfig.wallLeanSharpness,
|
||||
// _characterConfig.wallLeanHeightScale
|
||||
// );
|
||||
// _groundMovement = new GroundMovementSystem(
|
||||
// _characterConfig.maxStableMoveSpeed,
|
||||
// _characterConfig.sprintMoveSpeed,
|
||||
// _characterConfig.stableMovementSharpness,
|
||||
// _characterConfig.jumpSpeed
|
||||
// );
|
||||
// _airMovement = new AirMovementSystem(_characterConfig.gravity);
|
||||
// }
|
||||
[Inject]
|
||||
private void Construct(CharacterConfig characterConfig)
|
||||
{
|
||||
@@ -84,16 +58,25 @@ namespace Code.Gameplay.Character.Controller
|
||||
_characterConfig.slideDuration,
|
||||
_characterConfig.slideCooldown
|
||||
);
|
||||
_wallClimbMechanic = new WallClimbMechanic(
|
||||
_characterConfig.wallClimbSpeedFactor,
|
||||
_characterConfig.minWallClimbSpeed,
|
||||
_characterConfig.wallDetectionAngleThreshold
|
||||
);
|
||||
// _wallClimbMechanic = new WallClimbMechanic(
|
||||
// _characterConfig.wallClimbSpeedFactor,
|
||||
// _characterConfig.minWallClimbSpeed,
|
||||
// _characterConfig.wallDetectionAngleThreshold
|
||||
// );
|
||||
_wallRunningMechanic = new WallRunningMechanic();
|
||||
// Настройка параметров WallRunningMechanic (можно вынести в конфиг позже)
|
||||
_wallRunningMechanic.MaxWallRunTime = 1.75f;
|
||||
_wallRunningMechanic.WallRunSpeed = 15.0f;
|
||||
_wallRunningMechanic.WallRunAcceleration = 25.0f;
|
||||
_wallRunningMechanic.WallRunGravityScale = 0.25f;
|
||||
_wallRunningMechanic.WallDetachImpulse = 7.0f;
|
||||
_wallRunningMechanic.WallContactAngleThreshold = 45.0f;
|
||||
|
||||
_wallLeanMechanic = new WallLeanMechanic(
|
||||
_characterConfig.maxWallLeanAngle,
|
||||
_characterConfig.wallLeanSharpness,
|
||||
_characterConfig.wallLeanHeightScale
|
||||
);
|
||||
_characterConfig.leanAngle,
|
||||
_characterConfig.leanThreshold,
|
||||
_characterConfig.leanSmoothSpeed
|
||||
);
|
||||
_groundMovement = new GroundMovementSystem(
|
||||
_characterConfig.maxStableMoveSpeed,
|
||||
_characterConfig.sprintMoveSpeed,
|
||||
@@ -106,31 +89,24 @@ namespace Code.Gameplay.Character.Controller
|
||||
motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
_inputHandler.FirstPersonCameraRotation =
|
||||
motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
_wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
_wallLeanMechanic.SetModel(characterTransform);
|
||||
_wallRunningMechanic.Initialize(motor, _inputHandler);
|
||||
}
|
||||
|
||||
// Текущий режим камеры для адаптации поведения
|
||||
private CameraMode _currentCameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Инициализация контроллера
|
||||
// private void Start()
|
||||
// {
|
||||
// motor.CharacterController = this; // Регистрация этого контроллера в движке
|
||||
// _inputHandler.FirstPersonCameraRotation =
|
||||
// motor.Transform.rotation; // Начальное вращение совпадает с персонажемс
|
||||
// _wallLeanMechanic.SetCharacterTransform(characterTransform);
|
||||
// }
|
||||
|
||||
// Обработка и преобразование входных данных от персонажа
|
||||
public void SetInputs(ref CharacterInputs inputs)
|
||||
{
|
||||
// Обновляем таймер перезарядки слайда
|
||||
_lastInputs = inputs;
|
||||
// Обновляем таймеры механик
|
||||
_slideMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
// _wallClimbMechanic.TickCooldown(Time.deltaTime);
|
||||
_wallRunningMechanic.Tick(Time.deltaTime);
|
||||
|
||||
// Если активен слайд - игнорируем весь остальной ввод
|
||||
if (_slideMechanic.IsSliding)
|
||||
{
|
||||
// Во время слайда не обрабатываем движение, прыжки и спринт
|
||||
_inputHandler.MoveInputVector = Vector3.zero;
|
||||
_inputHandler.LookInputVector = Vector3.one;
|
||||
_inputHandler.IsSprinting = false;
|
||||
@@ -138,7 +114,6 @@ namespace Code.Gameplay.Character.Controller
|
||||
return;
|
||||
}
|
||||
|
||||
// Сохраняем текущий режим камеры
|
||||
_currentCameraMode = inputs.CameraMode;
|
||||
|
||||
if (isAbilitiesBlocked)
|
||||
@@ -161,42 +136,33 @@ namespace Code.Gameplay.Character.Controller
|
||||
// Обработка остального ввода
|
||||
_inputHandler.ProcessInputs(ref inputs, motor);
|
||||
|
||||
// Передаём запрос прыжка напрямую в систему движения по земле
|
||||
// Передаём запрос прыжка
|
||||
_groundMovement.RequestJump(inputs.JumpPressed);
|
||||
}
|
||||
|
||||
// Обновление вращения персонажа на основе входных данных
|
||||
public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
{
|
||||
if (_slideMechanic.IsSliding || _wallClimbMechanic.IsClimbingActive) return;
|
||||
if (_slideMechanic.IsSliding) return;
|
||||
|
||||
switch (_currentCameraMode)
|
||||
{
|
||||
// В FirstPerson режиме применяем вращение камеры напрямую к персонажу (только горизонталь)
|
||||
case CameraMode.FirstPerson when _inputHandler.ShouldApplyCameraRotation:
|
||||
// Немедленно применяем горизонтальное вращение камеры к персонажу
|
||||
currentRotation = _inputHandler.FirstPersonCameraRotation;
|
||||
break;
|
||||
// В ThirdPerson режиме плавно поворачиваем персонаж в направлении движения
|
||||
case CameraMode.ThirdPerson:
|
||||
{
|
||||
// Вращение применяется только если есть направление движения и разрешена резкость вращения
|
||||
if (_inputHandler.LookInputVector.sqrMagnitude > 0 && _characterConfig.orientationSharpness > 0)
|
||||
{
|
||||
// Плавная интерполяция текущего направления к целевому с экспоненциальным сглаживанием
|
||||
var smoothedLookInputDirection = Vector3.Slerp(
|
||||
motor.CharacterForward,
|
||||
_inputHandler.LookInputVector,
|
||||
1f - Mathf.Exp(-_characterConfig.orientationSharpness * deltaTime)
|
||||
).normalized;
|
||||
|
||||
// Установка нового вращения смотря в сглаженном направлении
|
||||
currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, motor.CharacterUp);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// Заготовка на будущее (если понадобится)
|
||||
case CameraMode.Static:
|
||||
case CameraMode.Cinematic:
|
||||
default:
|
||||
@@ -204,38 +170,49 @@ namespace Code.Gameplay.Character.Controller
|
||||
}
|
||||
}
|
||||
|
||||
// Обновление скорости движения персонажа
|
||||
public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
|
||||
{
|
||||
// Если во время слайда запрошен прыжок — прерываем слайд
|
||||
if (_slideMechanic.IsSliding && _groundMovement.JumpRequested)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
// Проверяем запрос слайда и запускаем его если можно
|
||||
if (!_slideMechanic.IsSliding)
|
||||
{
|
||||
_slideMechanic.TryStartSlide(motor, _currentCameraMode, _inputHandler.FirstPersonCameraRotation,
|
||||
_inputHandler.LookInputVector);
|
||||
}
|
||||
// Если активен слайд - обрабатываем отдельно
|
||||
else
|
||||
{
|
||||
_slideMechanic.HandleSlide(ref currentVelocity, deltaTime, motor);
|
||||
return;
|
||||
}
|
||||
|
||||
// === WALL RUNNING: обработка состояния ===
|
||||
if (_wallRunningMechanic.IsWallRunning)
|
||||
{
|
||||
// 🔄 Передаём актуальные данные для walljump
|
||||
if (_groundMovement.JumpRequested) // или _lastInputs.JumpPressed — зависит от логики
|
||||
{
|
||||
_wallRunningMechanic.PerformWallJump(_lastInputs, _inputHandler.FirstPersonCameraRotation);
|
||||
_groundMovement.CancelJumpRequest(); // сброс, чтобы не сработало дважды
|
||||
}
|
||||
else
|
||||
{
|
||||
_wallRunningMechanic.HandleWallRun(ref currentVelocity, _lastInputs, deltaTime);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Если персонаж находится на земле
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_groundMovement.UpdateVelocity(ref currentVelocity, _inputHandler, motor, deltaTime);
|
||||
}
|
||||
// Если персонаж не находится на земле
|
||||
// Если персонаж не на земле — стандартное воздушное движение
|
||||
else
|
||||
{
|
||||
_airMovement.UpdateVelocity(ref currentVelocity, deltaTime);
|
||||
// Отменяем прыжок (фикс проблемы с двойным прыжком после приземления)
|
||||
_groundMovement.CancelJumpRequest();
|
||||
}
|
||||
}
|
||||
@@ -246,60 +223,51 @@ namespace Code.Gameplay.Character.Controller
|
||||
abilityBlockTimer = duration;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
// Если во время слайда персонаж оторвался от земли - заканчиваем слайд
|
||||
if (_slideMechanic.IsSliding && !motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_slideMechanic.EndSlide();
|
||||
}
|
||||
|
||||
if (motor.GroundingStatus.IsStableOnGround)
|
||||
{
|
||||
_wallClimbMechanic.ResetWallClimbSession();
|
||||
}
|
||||
}
|
||||
|
||||
// Метод вызывается после обновления персонажа
|
||||
public void AfterCharacterUpdate(float deltaTime)
|
||||
{
|
||||
_wallLeanMechanic.UpdateLean(motor, deltaTime);
|
||||
_wallLeanMechanic.Update(
|
||||
_wallRunningMechanic.IsWallRunning,
|
||||
_wallRunningMechanic.GetWallNormal(),
|
||||
motor.CharacterForward
|
||||
);
|
||||
}
|
||||
|
||||
// Проверка валидности коллайдера для обработки столкновений
|
||||
public bool IsColliderValidForCollisions(Collider coll)
|
||||
{
|
||||
return true; // Все коллайдеры считаются валидными для столкновений
|
||||
return true;
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
if (_wallClimbMechanic.TryClimbWall(motor, hitNormal))
|
||||
_wallLeanMechanic.OnWallContact(motor, hitNormal, motor.TransientPosition.y);
|
||||
if (_wallRunningMechanic.TryStartWallRun(hitNormal, hitPoint))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace Code.Gameplay.Orders.Order
|
||||
private bool _playerEntered;
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_playerEntered) return;
|
||||
if (_playerEntered && !other.CompareTag("Player")) return;
|
||||
|
||||
_playerEntered = true;
|
||||
_orderService.OrderGive();
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Code.Generator
|
||||
{
|
||||
public class InitialRoom : Room
|
||||
{
|
||||
public Transform playerSpawn;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4245aa5c87c7455ebad11edaad3b649e
|
||||
timeCreated: 1764324045
|
||||
@@ -8,17 +8,17 @@ namespace Code.Generator
|
||||
[RequireComponent(typeof(Transform))]
|
||||
public class Room : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private RoomType roomType;
|
||||
[SerializeField] protected RoomType roomType;
|
||||
public RoomType RoomType => roomType;
|
||||
[SerializeField] private float roomTimer;
|
||||
[SerializeField] protected float roomTimer;
|
||||
public float RoomTimer => roomTimer;
|
||||
[SerializeField] private Transform enterMarker;
|
||||
[SerializeField] protected Transform enterMarker;
|
||||
public Transform EnterMarker => enterMarker;
|
||||
[SerializeField] private Transform exitMarker;
|
||||
[SerializeField] protected Transform exitMarker;
|
||||
public Transform ExitMarker => exitMarker;
|
||||
[SerializeField] private Door door;
|
||||
[SerializeField] protected Door door;
|
||||
|
||||
private void Awake()
|
||||
protected void Awake()
|
||||
{
|
||||
if (EnterMarker == null || ExitMarker == null)
|
||||
{
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Code.Gameplay.Orders.Order;
|
||||
using Code.Scenes;
|
||||
using Code.Scenes.SceneEnvironments;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
@@ -13,7 +15,7 @@ namespace Code.Generator
|
||||
[Inject] private GeneratorConfig generatorConfig;
|
||||
|
||||
[Inject] private IRoomGeneratorFactory _factory;
|
||||
|
||||
|
||||
private List<RoomIndex> _roomIndexesStack;
|
||||
|
||||
private struct RoomIndex
|
||||
@@ -47,7 +49,7 @@ namespace Code.Generator
|
||||
_orderService.OnOrderGiven += CreateRoomsStack;
|
||||
RoomTrigger.PlayerEnteredRoom += OnPlayerEntered;
|
||||
|
||||
CreateSaveRoom();
|
||||
CreateInitialRoom();
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
@@ -77,9 +79,8 @@ namespace Code.Generator
|
||||
|
||||
private void CreateRoomsStack(float timer)
|
||||
{
|
||||
var currentSaveRoom = _roomIndexesStack[^1];
|
||||
_roomIndexesStack.Clear();
|
||||
_roomIndexesStack.Add(currentSaveRoom);
|
||||
_nextRoomStackIndex = 0;
|
||||
_roomIndexesStack.Clear();
|
||||
|
||||
var remainingTime = timer;
|
||||
|
||||
@@ -93,12 +94,13 @@ namespace Code.Generator
|
||||
remainingTime -= room.RoomTimer;
|
||||
Debug.Log($"комната {room.name} время {room.RoomTimer} осталось: {remainingTime}");
|
||||
}
|
||||
|
||||
AddPickupRoom();
|
||||
|
||||
CreateSaveRoom();
|
||||
|
||||
|
||||
AddPickupRoom();
|
||||
|
||||
Debug.Log($"стек комнат: {_roomIndexesStack.Count}");
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
private void CreateSaveRoom()
|
||||
@@ -108,17 +110,26 @@ namespace Code.Generator
|
||||
_roomIndexesStack.Add(new(RoomType.Save, roomIndex));
|
||||
|
||||
Debug.Log($"Первая комната: {saveRoom.name}");
|
||||
}
|
||||
}
|
||||
|
||||
[Inject] private CurrentSceneEnvironment _currentSceneEnvironment;
|
||||
|
||||
private async UniTask SpawnInitialRoomsAsync()
|
||||
private void CreateInitialRoom()
|
||||
{
|
||||
_nextRoomStackIndex = 0;
|
||||
|
||||
SpawnNextRoomAsync();
|
||||
|
||||
SpawnNextRoomAsync();
|
||||
}
|
||||
|
||||
GameplaySceneEnvironment gameplaySceneEnvironment = (GameplaySceneEnvironment)_currentSceneEnvironment;
|
||||
|
||||
_factory.GetRandomCachedPrefabOfType(RoomType.Initial, out int roomIndex);
|
||||
// _roomIndexesStack.Add(new(RoomType.Initial, roomIndex));
|
||||
InitialRoom instantiated = _factory.CreateRoomByIndex(roomIndex, RoomType.Initial).GetComponent<InitialRoom>();
|
||||
_spawnedRooms.Add(instantiated);
|
||||
instantiated.transform.position = Vector3.zero;
|
||||
instantiated.transform.rotation = Quaternion.identity;
|
||||
|
||||
gameplaySceneEnvironment.playerSpawnPoint = instantiated.playerSpawn;
|
||||
instantiated.Initialize();
|
||||
|
||||
Debug.Log($"Первая комната: {instantiated.name}");
|
||||
}
|
||||
private void SpawnNextRoomAsync()
|
||||
{
|
||||
if (_nextRoomStackIndex >= _roomIndexesStack.Count)
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Code.Generator
|
||||
_cashedRooms.Add(RoomType.Basic, new());
|
||||
_cashedRooms.Add(RoomType.Save, new ());
|
||||
_cashedRooms.Add(RoomType.PickUp, new ());
|
||||
_cashedRooms.Add(RoomType.Initial, new ());
|
||||
}
|
||||
|
||||
public async UniTask PreloadRooms(IOrderService orderService)
|
||||
|
||||
@@ -3,8 +3,8 @@ namespace Code.Generator
|
||||
public enum RoomType
|
||||
{
|
||||
Basic,
|
||||
Ladder,
|
||||
Save,
|
||||
PickUp
|
||||
PickUp,
|
||||
Initial
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e76fbbe72ad97cc4f9dfe770ddc79857
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
public class LightProbeRuntime : MonoBehaviour
|
||||
{
|
||||
public Color m_Ambient;
|
||||
Light[] m_Lights;
|
||||
|
||||
// Start is called before the first frame update
|
||||
IEnumerator Start()
|
||||
{
|
||||
yield return null;
|
||||
|
||||
m_Lights = FindObjectsOfType<Light>();
|
||||
SphericalHarmonicsL2[] bakedProbes = LightmapSettings.lightProbes.bakedProbes;
|
||||
Vector3[] probePositions = LightmapSettings.lightProbes.positions;
|
||||
int probeCount = LightmapSettings.lightProbes.count;
|
||||
|
||||
// Clear all probes
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
bakedProbes[i].Clear();
|
||||
|
||||
// Add ambient light to all probes
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
bakedProbes[i].AddAmbientLight(m_Ambient);
|
||||
|
||||
// Add directional and point lights' contribution to all probes
|
||||
foreach (Light l in m_Lights)
|
||||
{
|
||||
if (l.type == LightType.Directional)
|
||||
{
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
bakedProbes[i].AddDirectionalLight(-l.transform.forward, l.color, l.intensity);
|
||||
}
|
||||
else if (l.type == LightType.Point)
|
||||
{
|
||||
for (int i = 0; i < probeCount; i++)
|
||||
SHAddPointLight(probePositions[i], l.transform.position, l.range, l.color, l.intensity, ref bakedProbes[i]);
|
||||
}
|
||||
}
|
||||
LightmapSettings.lightProbes.bakedProbes = bakedProbes;
|
||||
}
|
||||
|
||||
void SHAddPointLight(Vector3 probePosition, Vector3 position, float range, Color color, float intensity, ref SphericalHarmonicsL2 sh)
|
||||
{
|
||||
// From the point of view of an SH probe, point light looks no different than a directional light,
|
||||
// just attenuated and coming from the right direction.
|
||||
Vector3 probeToLight = position - probePosition;
|
||||
float attenuation = 1.0F / (1.0F + 25.0F * probeToLight.sqrMagnitude / (range * range));
|
||||
sh.AddDirectionalLight(probeToLight.normalized, color, intensity * attenuation);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9643888b3364f55439c6adf3309cc447
|
||||
@@ -0,0 +1,295 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class PrefabLightmapData : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Reassigns shaders when applying the baked lightmaps. Might conflict with some shaders like transparent HDRP.")]
|
||||
public bool releaseShaders = true;
|
||||
|
||||
[System.Serializable]
|
||||
struct RendererInfo
|
||||
{
|
||||
public Renderer renderer;
|
||||
public int lightmapIndex;
|
||||
public Vector4 lightmapOffsetScale;
|
||||
}
|
||||
[System.Serializable]
|
||||
struct LightInfo
|
||||
{
|
||||
public Light light;
|
||||
public int lightmapBaketype;
|
||||
public int mixedLightingMode;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
RendererInfo[] m_RendererInfo;
|
||||
[SerializeField]
|
||||
Texture2D[] m_Lightmaps;
|
||||
[SerializeField]
|
||||
Texture2D[] m_LightmapsDir;
|
||||
[SerializeField]
|
||||
Texture2D[] m_ShadowMasks;
|
||||
[SerializeField]
|
||||
LightInfo[] m_LightInfo;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_RendererInfo == null || m_RendererInfo.Length == 0)
|
||||
return;
|
||||
|
||||
var lightmaps = LightmapSettings.lightmaps;
|
||||
int[] offsetsindexes = new int[m_Lightmaps.Length];
|
||||
int counttotal = lightmaps.Length;
|
||||
List<LightmapData> combinedLightmaps = new List<LightmapData>();
|
||||
|
||||
for (int i = 0; i < m_Lightmaps.Length; i++)
|
||||
{
|
||||
bool exists = false;
|
||||
for (int j = 0; j < lightmaps.Length; j++)
|
||||
{
|
||||
|
||||
if (m_Lightmaps[i] == lightmaps[j].lightmapColor)
|
||||
{
|
||||
exists = true;
|
||||
offsetsindexes[i] = j;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
if (!exists)
|
||||
{
|
||||
offsetsindexes[i] = counttotal;
|
||||
var newlightmapdata = new LightmapData
|
||||
{
|
||||
lightmapColor = m_Lightmaps[i],
|
||||
lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D),
|
||||
shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D),
|
||||
};
|
||||
|
||||
combinedLightmaps.Add(newlightmapdata);
|
||||
|
||||
counttotal += 1;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var combinedLightmaps2 = new LightmapData[counttotal];
|
||||
|
||||
lightmaps.CopyTo(combinedLightmaps2, 0);
|
||||
combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length);
|
||||
|
||||
bool directional=true;
|
||||
|
||||
foreach(Texture2D t in m_LightmapsDir)
|
||||
{
|
||||
if (t == null)
|
||||
{
|
||||
directional = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional;
|
||||
ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo);
|
||||
LightmapSettings.lightmaps = combinedLightmaps2;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
|
||||
}
|
||||
|
||||
// called second
|
||||
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
// called when the game is terminated
|
||||
void OnDisable()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo)
|
||||
{
|
||||
for (int i = 0; i < infos.Length; i++)
|
||||
{
|
||||
var info = infos[i];
|
||||
|
||||
info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex];
|
||||
info.renderer.lightmapScaleOffset = info.lightmapOffsetScale;
|
||||
|
||||
if (releaseShaders)
|
||||
{
|
||||
// You have to release shaders.
|
||||
Material[] mat = info.renderer.sharedMaterials;
|
||||
for (int j = 0; j < mat.Length; j++)
|
||||
{
|
||||
if (mat[j] != null && Shader.Find(mat[j].shader.name) != null)
|
||||
{
|
||||
mat[j].shader = Shader.Find(mat[j].shader.name);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < lightsInfo.Length; i++)
|
||||
{
|
||||
LightBakingOutput bakingOutput = new LightBakingOutput();
|
||||
bakingOutput.isBaked = true;
|
||||
bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype;
|
||||
bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode;
|
||||
|
||||
lightsInfo[i].light.bakingOutput = bakingOutput;
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")]
|
||||
static void GenerateLightmapInfo()
|
||||
{
|
||||
if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
|
||||
{
|
||||
Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
|
||||
return;
|
||||
}
|
||||
UnityEditor.Lightmapping.Bake();
|
||||
|
||||
PrefabLightmapData[] prefabs = FindObjectsOfType<PrefabLightmapData>();
|
||||
|
||||
foreach (var instance in prefabs)
|
||||
{
|
||||
var gameObject = instance.gameObject;
|
||||
var rendererInfos = new List<RendererInfo>();
|
||||
var lightmaps = new List<Texture2D>();
|
||||
var lightmapsDir = new List<Texture2D>();
|
||||
var shadowMasks = new List<Texture2D>();
|
||||
var lightsInfos = new List<LightInfo>();
|
||||
|
||||
GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos);
|
||||
|
||||
instance.m_RendererInfo = rendererInfos.ToArray();
|
||||
instance.m_Lightmaps = lightmaps.ToArray();
|
||||
instance.m_LightmapsDir = lightmapsDir.ToArray();
|
||||
instance.m_LightInfo = lightsInfos.ToArray();
|
||||
instance.m_ShadowMasks = shadowMasks.ToArray();
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject;
|
||||
if (targetPrefab != null)
|
||||
{
|
||||
GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点
|
||||
//如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance)
|
||||
if (root != null)
|
||||
{
|
||||
GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject);
|
||||
string rootPath = AssetDatabase.GetAssetPath(rootPrefab);
|
||||
//打开根部预制体
|
||||
PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot);
|
||||
try
|
||||
{
|
||||
//Apply各个子预制体的改变
|
||||
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||
}
|
||||
catch { }
|
||||
finally
|
||||
{
|
||||
//重新更新根预制体
|
||||
PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction);
|
||||
}
|
||||
}
|
||||
#else
|
||||
var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject;
|
||||
if (targetPrefab != null)
|
||||
{
|
||||
//UnityEditor.Prefab
|
||||
UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
static void GenerateLightmapInfo(GameObject root, List<RendererInfo> rendererInfos, List<Texture2D> lightmaps, List<Texture2D> lightmapsDir, List<Texture2D> shadowMasks, List<LightInfo> lightsInfo)
|
||||
{
|
||||
var renderers = root.GetComponentsInChildren<MeshRenderer>();
|
||||
foreach (MeshRenderer renderer in renderers)
|
||||
{
|
||||
if (renderer.lightmapIndex != -1)
|
||||
{
|
||||
RendererInfo info = new RendererInfo();
|
||||
info.renderer = renderer;
|
||||
|
||||
if (renderer.lightmapScaleOffset != Vector4.zero)
|
||||
{
|
||||
//1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html
|
||||
if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue;
|
||||
info.lightmapOffsetScale = renderer.lightmapScaleOffset;
|
||||
|
||||
Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor;
|
||||
Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir;
|
||||
Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask;
|
||||
|
||||
info.lightmapIndex = lightmaps.IndexOf(lightmap);
|
||||
if (info.lightmapIndex == -1)
|
||||
{
|
||||
info.lightmapIndex = lightmaps.Count;
|
||||
lightmaps.Add(lightmap);
|
||||
lightmapsDir.Add(lightmapDir);
|
||||
shadowMasks.Add(shadowMask);
|
||||
}
|
||||
|
||||
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|
||||
secondaryUVAreaDistortion: 15.000001
|
||||
secondaryUVHardAngle: 88
|
||||
secondaryUVMarginMethod: 1
|
||||
secondaryUVMinLightmapResolution: 40
|
||||
secondaryUVMinObjectScale: 1
|
||||
secondaryUVPackMargin: 4
|
||||
useFileScale: 1
|
||||
strictVertexDataChecks: 0
|
||||
tangentSpace:
|
||||
normalSmoothAngle: 60
|
||||
normalImportMode: 0
|
||||
tangentImportMode: 3
|
||||
normalCalculationMode: 4
|
||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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Reference in new issue
Block a user