移除ECM2
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guid: 218dc7872e014a538fe2f1f1b732e706
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timeCreated: 1700123862
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using UnityEngine;
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namespace ECM2.Walkthrough.Ex31
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{
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/// <summary>
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/// This example shows how to animate a Character,
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/// using the Character data (movement direction, velocity, is jumping, etc) to feed your Animator.
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/// </summary>
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public class AnimationController : MonoBehaviour
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{
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// Cache Animator parameters
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private static readonly int Forward = Animator.StringToHash("Forward");
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private static readonly int Turn = Animator.StringToHash("Turn");
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private static readonly int Ground = Animator.StringToHash("OnGround");
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private static readonly int Crouch = Animator.StringToHash("Crouch");
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private static readonly int Jump = Animator.StringToHash("Jump");
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private static readonly int JumpLeg = Animator.StringToHash("JumpLeg");
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// Cached Character
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private Character _character;
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private void Awake()
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{
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// Cache our Character
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_character = GetComponentInParent<Character>();
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}
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private void Update()
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{
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float deltaTime = Time.deltaTime;
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// Get Character animator
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Animator animator = _character.GetAnimator();
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// Compute input move vector in local space
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Vector3 move = transform.InverseTransformDirection(_character.GetMovementDirection());
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// Update the animator parameters
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float forwardAmount = _character.useRootMotion && _character.GetRootMotionController()
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? move.z
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: Mathf.InverseLerp(0.0f, _character.GetMaxSpeed(), _character.GetSpeed());
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animator.SetFloat(Forward, forwardAmount, 0.1f, deltaTime);
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animator.SetFloat(Turn, Mathf.Atan2(move.x, move.z), 0.1f, deltaTime);
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animator.SetBool(Ground, _character.IsGrounded());
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animator.SetBool(Crouch, _character.IsCrouched());
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if (_character.IsFalling())
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animator.SetFloat(Jump, _character.GetVelocity().y, 0.1f, deltaTime);
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// Calculate which leg is behind, so as to leave that leg trailing in the jump animation
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// (This code is reliant on the specific run cycle offset in our animations,
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// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
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float runCycle = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime + 0.2f, 1.0f);
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float jumpLeg = (runCycle < 0.5f ? 1.0f : -1.0f) * forwardAmount;
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if (_character.IsGrounded())
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animator.SetFloat(JumpLeg, jumpLeg);
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}
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}
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}
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timeCreated: 1700123873
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using UnityEngine;
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namespace ECM2.Walkthrough.Ex33
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{
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/// <summary>
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/// This example shows how to extend a Character (through composition) to enable / disable (toggle)
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/// root motion as needed; in this case, enabled when walking.
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/// </summary>
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public class RootMotionToggle : MonoBehaviour
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{
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private Character _character;
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private void OnMovementModeChanged(Character.MovementMode prevMovementMode, int prevCustomMovementMode)
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{
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// Allow root motion only while walking
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_character.useRootMotion = _character.IsWalking();
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}
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private void Awake()
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{
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_character = GetComponent<Character>();
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}
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private void OnEnable()
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{
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// Subscribe to Character events
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_character.MovementModeChanged += OnMovementModeChanged;
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}
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private void OnDisable()
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{
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// Un-Subscribe from Character events
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_character.MovementModeChanged -= OnMovementModeChanged;
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}
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}
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}
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