Browse Source

Merged animation with input

develop
Joshua Reason 3 years ago
parent
commit
5c39b7d647
21 changed files with 2700 additions and 426 deletions
  1. +142
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  2. +142
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  4. +142
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  5. +142
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  6. +142
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      Assets/Baby Parts/baby eye 1 green.png.meta
  7. +142
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      Assets/Baby Parts/baby hat1.png.meta
  8. +142
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      Assets/Baby Parts/baby hat2.png.meta
  9. +142
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      Assets/Baby Parts/baby hat3.png.meta
  10. +142
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      Assets/Baby Parts/baby pant 1.png.meta
  11. +142
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      Assets/Baby Parts/baby pant 2.1.png.meta
  12. +142
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      Assets/Baby Parts/baby smile 1.png.meta
  13. +142
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      Assets/Baby Parts/baby smile 2.png.meta
  14. +142
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      Assets/Baby Parts/baby smile 3.png.meta
  15. +142
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      Assets/Baby Parts/baby top1.png.meta
  16. +142
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      Assets/Baby Parts/baby top2.png.meta
  17. +142
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      Assets/Baby Parts/baby top3.png.meta
  18. +21
    -2
      Assets/Scripts/Behaviours/YeetController.cs
  19. +9
    -2
      Assets/Scripts/Player Scripts/PlayerInputController.cs
  20. +1
    -1
      Assets/Scripts/Player Scripts/PlayerVisuals.cs
  21. +255
    -421
      Assets/World Assets/Prefabs/Player.prefab

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Assets/Scripts/Behaviours/YeetController.cs View File

@ -1,8 +1,9 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
public class YeetController : MonoBehaviour
public class YeetController : InputBehaviour
{ {
public GameObject parent { get; set; } public GameObject parent { get; set; }
@ -10,6 +11,9 @@ public class YeetController : MonoBehaviour
public float yeetDuration = 2f; public float yeetDuration = 2f;
public float windupSpeed = 0.01f; public float windupSpeed = 0.01f;
[SerializeField]
private Animator m_YeetAnimator;
public enum YeetState { Unheld, Held, Yeeting }; public enum YeetState { Unheld, Held, Yeeting };
public YeetState yeetState { get; private set; } = YeetState.Unheld; public YeetState yeetState { get; private set; } = YeetState.Unheld;
@ -37,10 +41,16 @@ public class YeetController : MonoBehaviour
yeetState = YeetState.Held; yeetState = YeetState.Held;
m_lineRenderer = gameObject.AddComponent<LineRenderer>(); m_lineRenderer = gameObject.AddComponent<LineRenderer>();
m_YeetAnimator.SetBool("Carry", true);
m_YeetAnimator.SetBool("Yeet", true);
} }
public void Yeet() public void Yeet()
{ {
m_YeetAnimator.SetBool("Yeet", false);
m_YeetAnimator.SetBool("Carry", false);
_child.transform.parent = null; _child.transform.parent = null;
_child.transform.rotation = parent.transform.rotation; _child.transform.rotation = parent.transform.rotation;
_child.GetComponent<YeetHandle>().held = true; _child.GetComponent<YeetHandle>().held = true;
@ -112,7 +122,7 @@ public class YeetController : MonoBehaviour
m_child = null; m_child = null;
} }
private void OnYeet()
private void OnYeet(InputAction.CallbackContext args)
{ {
parent = m_body; parent = m_body;
switch (yeetState) switch (yeetState)
@ -132,4 +142,13 @@ public class YeetController : MonoBehaviour
} }
} }
public override void RegisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").performed += OnYeet;
}
public override void UnregisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").performed -= OnYeet;
}
} }

+ 9
- 2
Assets/Scripts/Player Scripts/PlayerInputController.cs View File

@ -21,6 +21,9 @@ public class PlayerInputController : InputBehaviour
+ "1.0 = forward")] + "1.0 = forward")]
private AnimationCurve m_turnRadius; private AnimationCurve m_turnRadius;
[SerializeField]
private Animator m_legAnimator;
private CharacterController m_controller; private CharacterController m_controller;
private Vector3 m_desiredDirection; private Vector3 m_desiredDirection;
@ -55,13 +58,17 @@ public class PlayerInputController : InputBehaviour
private void ApplyMovement() private void ApplyMovement()
{ {
if (!m_recievedInput)
return;
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2; float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed; float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_legAnimator.SetFloat("Movement", speed);
if (!m_recievedInput)
return;
m_controller.Move(transform.forward * speed * Time.deltaTime); m_controller.Move(transform.forward * speed * Time.deltaTime);
} }

+ 1
- 1
Assets/Scripts/Player Scripts/PlayerVisuals.cs View File

@ -30,7 +30,7 @@ public class PlayerVisuals : MonoBehaviour
transform.rotation = m_camera.transform.rotation; transform.rotation = m_camera.transform.rotation;
transform.Rotate(new Vector3(0, 180, 0)); transform.Rotate(new Vector3(0, 180, 0));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, -m_camera.transform.right));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, m_camera.transform.right));
transform.localScale = new Vector3(m_startScale.x * direction, m_startScale.y, m_startScale.z); transform.localScale = new Vector3(m_startScale.x * direction, m_startScale.y, m_startScale.z);

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