Update
This commit is contained in:
@@ -1,49 +0,0 @@
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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/// <summary>
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/// A version of PlayerStateMachine that simulates constant forward or backward input.
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/// </summary>
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public class AutoPlayerStateMachine : PlayerStateMachine
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{
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[Header("Auto Pilot Settings")]
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public bool alwaysMoveForward = true;
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public bool alwaysRun = true;
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public bool isRed = false; // New property to differentiate movement direction
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private class FakeInputReader : InputReader
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{
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public Vector2 ForcedMove { get; set; }
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public bool ForcedSprint { get; set; }
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public override Vector2 MoveInput => ForcedMove;
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public override bool IsSprintHeld => ForcedSprint;
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}
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private FakeInputReader fakeInput;
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public override InputReader Input => fakeInput;
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protected override void Awake()
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{
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fakeInput = gameObject.AddComponent<FakeInputReader>();
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base.Awake();
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}
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protected override void Update()
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{
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if (fakeInput != null)
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{
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// Logic updated: isRed moves backward (Vector2.down), others move forward (Vector2.up)
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fakeInput.ForcedMove = (isRed)
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? (alwaysMoveForward ? Vector2.down : Vector2.zero)
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: (alwaysMoveForward ? Vector2.up : Vector2.zero);
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fakeInput.ForcedSprint = alwaysRun;
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}
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base.Update();
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: dbe8532b2e328a249bf61ae957c92486
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@@ -1,129 +0,0 @@
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using UnityEngine;
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using Unity.Collections;
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using Unity.Jobs;
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using UnityEngine.Jobs;
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using Unity.Burst;
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namespace Elbyss.Optimization
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{
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/// <summary>
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/// Manages 10,000+ objects using C# Job System and Burst Compiler.
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/// This avoids the overhead of 10,000 individual Update() calls.
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/// </summary>
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public class JobsMovementManager : MonoBehaviour
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{
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[Header("Spawn Settings")]
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public GameObject prefab;
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public int objectCount = 10000;
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public float spacing = 1.5f;
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[Header("Movement Settings")]
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public float speed = 5f;
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private TransformAccessArray transformAccessArray;
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private NativeArray<Vector3> directions;
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private bool isInitialized = false;
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private void Start()
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{
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// Optional: Start automatically or via Context Menu
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// Setup(objectCount);
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}
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[ContextMenu("Setup 10k Objects")]
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public void InitialSetup()
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{
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Setup(objectCount);
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}
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public void Setup(int count)
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{
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if (isInitialized) Cleanup();
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objectCount = count;
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Transform[] transforms = new Transform[objectCount];
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directions = new NativeArray<Vector3>(objectCount, Allocator.Persistent);
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int rowSize = Mathf.CeilToInt(Mathf.Sqrt(objectCount));
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for (int i = 0; i < objectCount; i++)
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{
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float x = (i % rowSize) * spacing;
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float z = (i / rowSize) * spacing;
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Vector3 pos = transform.position + new Vector3(x, 0, z);
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GameObject go = Instantiate(prefab, pos, Quaternion.identity, this.transform);
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transforms[i] = go.transform;
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// Set alternating directions
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directions[i] = (i % 2 == 0) ? Vector3.forward : Vector3.back;
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// CRITICAL OPTIMIZATION: Disable components that are too heavy for 10k objects
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if (go.TryGetComponent<Animator>(out var anim)) anim.enabled = false;
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if (go.TryGetComponent<CharacterController>(out var cc)) cc.enabled = false;
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// Disable all other custom scripts
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MonoBehaviour[] scripts = go.GetComponents<MonoBehaviour>();
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foreach (var s in scripts)
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{
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if (s != this) s.enabled = false;
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}
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}
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transformAccessArray = new TransformAccessArray(transforms);
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isInitialized = true;
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Debug.Log($"Initialized {objectCount} objects with Job System.");
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}
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private void Update()
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{
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if (!isInitialized) return;
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// Create the movement job
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var job = new MovementJob
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{
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DeltaTime = Time.deltaTime,
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Speed = speed,
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Directions = directions
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};
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// Schedule the job to run in parallel on all available CPU cores
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// transformAccessArray allows the job to modify Transform data directly
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JobHandle handle = job.Schedule(transformAccessArray);
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// This ensures the job is finished before the frame ends
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// In a real scenario, you might want to call Complete() in LateUpdate or next frame
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// but for simple movement, scheduling and completing in Update is fine.
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handle.Complete();
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}
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private void OnDestroy()
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{
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Cleanup();
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}
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private void Cleanup()
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{
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if (isInitialized)
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{
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if (transformAccessArray.isCreated) transformAccessArray.Dispose();
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if (directions.IsCreated) directions.Dispose();
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isInitialized = false;
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}
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}
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[BurstCompile] // This attribute tells the Burst compiler to optimize this job into machine code
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struct MovementJob : IJobParallelForTransform
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{
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public float DeltaTime;
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public float Speed;
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[ReadOnly] public NativeArray<Vector3> Directions;
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public void Execute(int index, TransformAccess transform)
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{
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// Directly modify the transform position in parallel
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transform.position += Directions[index] * Speed * DeltaTime;
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 41899df442467714dbee462ae451773a
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@@ -1,153 +0,0 @@
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// using GPUInstancerPro;
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// using Unity.Burst;
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// using Unity.Collections;
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// using Unity.Jobs;
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// using Unity.Mathematics;
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// using UnityEngine;
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//
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// namespace Elbyss.Optimization
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// {
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// public class MassiveSpawner : MonoBehaviour
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// {
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// [Header("Spawn Settings")]
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// public GameObject prefab;
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// public GPUIProfile profile;
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// public int instanceCount = 100000;
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// public float spacing = 1.5f;
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//
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// [Header("Update Settings")]
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// public bool runUpdate = true;
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// public float movementSpeed = 1.0f;
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// public float amplitude = 2.0f;
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//
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// private int _rendererKey;
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// private NativeArray<Matrix4x4> _matrices;
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// private JobHandle _jobHandle;
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// private bool _isInitialized;
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//
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// private void OnEnable()
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// {
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// Initialize();
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// }
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//
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// private void OnDisable()
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// {
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// Dispose();
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// }
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//
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// private void OnValidate()
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// {
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// if (Application.isPlaying && _isInitialized)
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// {
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// // Re-initialize if count changes during play (optional, but good for testing)
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// Initialize();
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// }
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// }
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//
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// public void Initialize()
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// {
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// Dispose();
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// if (prefab == null) return;
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//
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// if (GPUICoreAPI.RegisterRenderer(this, prefab, profile, out _rendererKey))
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// {
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// _matrices = new NativeArray<Matrix4x4>(instanceCount, Allocator.Persistent);
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//
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// // Initial generation
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// GenerateMatrices(0);
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// _jobHandle.Complete();
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// GPUICoreAPI.SetTransformBufferData(_rendererKey, _matrices);
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//
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// _isInitialized = true;
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// Debug.Log($"[MassiveSpawner] Registered {instanceCount} instances with key {_rendererKey}");
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// }
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// else
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// {
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// Debug.LogError("[MassiveSpawner] Failed to register renderer!");
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// }
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// }
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//
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// private void Update()
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// {
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// if (!_isInitialized || _rendererKey == 0) return;
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//
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// if (runUpdate)
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// {
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// // Complete previous frame's work if any
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// _jobHandle.Complete();
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//
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// // Apply updated matrices to GPUI
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// GPUICoreAPI.SetTransformBufferData(_rendererKey, _matrices);
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//
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// // Schedule next frame's work
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// GenerateMatrices(Time.time);
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// }
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// }
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//
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// private void GenerateMatrices(float time)
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// {
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// int side = Mathf.CeilToInt(Mathf.Sqrt(instanceCount));
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//
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// var job = new MatrixUpdateJob
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// {
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// matrices = _matrices,
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// side = side,
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// spacing = spacing,
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// time = time,
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// speed = movementSpeed,
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// amplitude = amplitude,
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// origin = transform.position
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// };
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//
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// _jobHandle = job.Schedule(instanceCount, 64);
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// }
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//
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// public void Dispose()
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// {
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// _jobHandle.Complete();
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// if (_rendererKey != 0)
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// {
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// GPUICoreAPI.DisposeRenderer(_rendererKey);
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// _rendererKey = 0;
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// }
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//
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// if (_matrices.IsCreated)
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// {
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// _matrices.Dispose();
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// }
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// _isInitialized = false;
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// }
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//
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// [BurstCompile]
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// struct MatrixUpdateJob : IJobParallelFor
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// {
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// public NativeArray<Matrix4x4> matrices;
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// public int side;
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// public float spacing;
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// public float time;
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// public float speed;
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// public float amplitude;
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// public Vector3 origin;
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//
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// public void Execute(int index)
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// {
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// int x = index % side;
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// int z = index / side;
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//
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// float xPos = x * spacing;
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// float zPos = z * spacing;
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//
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// // Add some animation to prove it's updating
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// float yPos = math.sin(time * speed + (xPos + zPos) * 0.1f) * amplitude;
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//
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// Vector3 pos = origin + new Vector3(xPos, yPos, zPos);
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//
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// // Simple rotation based on time
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// float angle = (time * speed * 10f + index) % 360f;
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// Quaternion rot = Quaternion.Euler(0, angle, 0);
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//
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// matrices[index] = Matrix4x4.TRS(pos, rot, Vector3.one);
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// }
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// }
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// }
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// }
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 50831f537cbccac4c9bf4067b6b158c7
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@@ -1,34 +0,0 @@
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using UnityEngine;
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using TMPro;
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namespace Elbyss.Optimization
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{
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public class PerformanceHUD : MonoBehaviour
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{
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private float deltaTime = 0.0f;
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private string displayFormat = "{0:0.0} ms ({1:0.} fps)";
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private void Update()
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{
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deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f;
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}
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private void OnGUI()
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{
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int w = Screen.width, h = Screen.height;
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GUIStyle style = new GUIStyle();
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Rect rect = new Rect(10, 10, w, h * 2 / 100);
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style.alignment = TextAnchor.UpperLeft;
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style.fontSize = h * 2 / 50;
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style.normal.textColor = new Color(0.0f, 1.0f, 0.5f, 1.0f);
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float msec = deltaTime * 1000.0f;
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float fps = 1.0f / deltaTime;
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string text = string.Format(displayFormat, msec, fps);
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GUI.Label(rect, text, style);
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 9c9a374a3ab089d41a6784b1ffad3b6f
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@@ -1,85 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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using OnlyScove.Scripts;
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namespace Elbyss.Optimization
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{
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public class StressTestSpawner : MonoBehaviour
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{
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[Header("Spawn Settings")]
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public GameObject prefabToSpawn;
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public int spawnLimit = 1000;
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public int spawnsPerFrame = 10;
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public float spacing = 2.0f;
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[Header("Testing Mode")]
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public bool useAutoStateMachine = true;
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[Header("Optimization Options")]
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public bool stripHeavyComponents = false;
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private List<GameObject> spawnedObjects = new List<GameObject>();
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private int currentSpawnCount = 0;
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private bool isSpawning = false;
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private void Update()
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{
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if (isSpawning && currentSpawnCount < spawnLimit)
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{
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for (int i = 0; i < spawnsPerFrame && currentSpawnCount < spawnLimit; i++)
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{
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SpawnObject();
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}
|
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}
|
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}
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|
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[ContextMenu("Start Stress Test")]
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public void StartStressTest() => isSpawning = true;
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[ContextMenu("Clear All")]
|
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public void ClearAll()
|
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{
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foreach (var obj in spawnedObjects) if (obj != null) Destroy(obj);
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spawnedObjects.Clear();
|
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currentSpawnCount = 0;
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isSpawning = false;
|
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}
|
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|
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private void SpawnObject()
|
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{
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if (prefabToSpawn == null) return;
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int rowSize = Mathf.CeilToInt(Mathf.Sqrt(spawnLimit));
|
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float x = (currentSpawnCount % rowSize) * spacing;
|
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float z = (currentSpawnCount / rowSize) * spacing;
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Vector3 spawnPos = transform.position + new Vector3(x, 0, z);
|
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|
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GameObject newObj = Instantiate(prefabToSpawn, spawnPos, transform.rotation);
|
||||
|
||||
if (useAutoStateMachine)
|
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{
|
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var realInput = newObj.GetComponent<InputReader>();
|
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if (realInput != null) realInput.enabled = false;
|
||||
|
||||
var originalSM = newObj.GetComponent<PlayerStateMachine>();
|
||||
if (originalSM != null)
|
||||
{
|
||||
DestroyImmediate(originalSM);
|
||||
var autoSM = newObj.AddComponent<AutoPlayerStateMachine>();
|
||||
autoSM.alwaysMoveForward = true;
|
||||
autoSM.alwaysRun = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (stripHeavyComponents)
|
||||
{
|
||||
if (newObj.TryGetComponent<Animator>(out var anim)) anim.enabled = false;
|
||||
if (newObj.TryGetComponent<CharacterController>(out var cc)) cc.enabled = false;
|
||||
if (newObj.TryGetComponent<PlayerStateMachine>(out var sm)) sm.enabled = false;
|
||||
}
|
||||
|
||||
spawnedObjects.Add(newObj);
|
||||
currentSpawnCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a7c5ef310b7f354685dc6706be2d530
|
||||
@@ -1,59 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace OnlyScove.Scripts
|
||||
{
|
||||
public class ParkourController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private InputReader inputReader;
|
||||
EnvironmentScanner environmentScanner;
|
||||
Animator animator;
|
||||
PlayerController playerController;
|
||||
|
||||
bool inAction;
|
||||
private void Awake()
|
||||
{
|
||||
inputReader = GetComponent<InputReader>();
|
||||
environmentScanner = GetComponent<EnvironmentScanner>();
|
||||
animator = GetComponent<Animator>();
|
||||
playerController = GetComponent<PlayerController>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
inputReader.OnJumpEvent += HandleParkour;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
inputReader.OnJumpEvent -= HandleParkour;
|
||||
}
|
||||
|
||||
private void HandleParkour()
|
||||
{
|
||||
var hitData = environmentScanner.ObstacleCheck();
|
||||
|
||||
if (hitData.forwardHitFound)
|
||||
{
|
||||
StartCoroutine(DoParkourAction());
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator DoParkourAction()
|
||||
{
|
||||
inAction = true;
|
||||
playerController.SetControl(false);
|
||||
|
||||
animator.CrossFade("Step Up", 0.1f);
|
||||
yield return null;
|
||||
|
||||
var animationState = animator.GetNextAnimatorStateInfo(0);
|
||||
|
||||
yield return new WaitForSeconds(animationState.length);
|
||||
|
||||
playerController.SetControl(true);
|
||||
inAction = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0407ea3fbe445ac43b4f1ca3077ce283
|
||||
@@ -1,134 +0,0 @@
|
||||
using System;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
namespace OnlyScove.Scripts
|
||||
{
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
private static readonly int MoveAmount = Animator.StringToHash("moveAmount");
|
||||
|
||||
[SerializeField] private InputReader inputReader;
|
||||
[SerializeField] private float rotationSpeed = 500f;
|
||||
[SerializeField] private float moveSpeed = 10f;
|
||||
[SerializeField] private float jumpHeight = 2f;
|
||||
[SerializeField] private float animationDamping = 0.2f;
|
||||
[SerializeField] private float groundCheckRadius = 0.2f;
|
||||
[SerializeField] private Vector3 groundCheckOffset;
|
||||
[SerializeField] private LayerMask groundMask;
|
||||
|
||||
CameraController cameraController;
|
||||
Animator animator;
|
||||
private CharacterController characterController;
|
||||
|
||||
Quaternion targetRotation;
|
||||
private float horizontal;
|
||||
private float vertical;
|
||||
bool isGrounded;
|
||||
private bool wasGrounded;
|
||||
private bool hasControl = true;
|
||||
private float ySpeed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Camera.main != null) cameraController = Camera.main.GetComponent<CameraController>();
|
||||
animator = GetComponent<Animator>();
|
||||
characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
inputReader.OnJumpEvent += HandleJump;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
inputReader.OnJumpEvent -= HandleJump;
|
||||
}
|
||||
|
||||
private void HandleJump()
|
||||
{
|
||||
if (isGrounded && hasControl)
|
||||
{
|
||||
// Công thức tính vận tốc nhảy: v = sqrt(h * -2 * g)
|
||||
ySpeed = Mathf.Sqrt(jumpHeight * -2f * Physics.gravity.y);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
horizontal = inputReader.MoveInput.x;
|
||||
vertical = inputReader.MoveInput.y;
|
||||
float moveAmount = Mathf.Clamp01(Math.Abs(horizontal) + Math.Abs(vertical));
|
||||
|
||||
var moveInput = (new Vector3(horizontal, 0, vertical)).normalized;
|
||||
|
||||
var moveDirection = cameraController.PlanarRotation * moveInput;
|
||||
|
||||
if (!hasControl)
|
||||
return;
|
||||
|
||||
wasGrounded = isGrounded;
|
||||
GroundCheck();
|
||||
|
||||
// Phát hiện tiếp đất (Landing)
|
||||
if (isGrounded && !wasGrounded && ySpeed < -1f)
|
||||
{
|
||||
// Rung camera khi tiếp đất mạnh
|
||||
if (cameraController != null)
|
||||
{
|
||||
cameraController.Shake(0.2f, 0.15f);
|
||||
}
|
||||
}
|
||||
|
||||
if (isGrounded && ySpeed < 0)
|
||||
{
|
||||
ySpeed = -2f; // Giữ nhân vật dính xuống mặt đất
|
||||
}
|
||||
else
|
||||
{
|
||||
ySpeed += Physics.gravity.y * Time.deltaTime;
|
||||
}
|
||||
|
||||
var velocity = moveDirection * moveSpeed;
|
||||
velocity.y = ySpeed;
|
||||
|
||||
characterController.Move(velocity * Time.deltaTime);
|
||||
|
||||
if (moveAmount > 0)
|
||||
{
|
||||
targetRotation = Quaternion.LookRotation(moveDirection);
|
||||
|
||||
}
|
||||
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation,
|
||||
Time.deltaTime * rotationSpeed);
|
||||
|
||||
animator.SetFloat(MoveAmount, moveAmount, animationDamping, Time.deltaTime);
|
||||
}
|
||||
|
||||
void GroundCheck()
|
||||
{
|
||||
isGrounded =
|
||||
Physics.CheckSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius, groundMask);
|
||||
}
|
||||
|
||||
public void SetControl(bool control)
|
||||
{
|
||||
this.hasControl = control;
|
||||
characterController.enabled = hasControl;
|
||||
|
||||
if (!hasControl)
|
||||
{
|
||||
animator.SetFloat(MoveAmount, 0f);
|
||||
targetRotation = transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = new Color(0, 1, 0, 0.5f);
|
||||
Gizmos.DrawSphere(transform.TransformPoint(groundCheckOffset), groundCheckRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd897e8bcaabdc8408bb6aaf7c037537
|
||||
@@ -1,65 +0,0 @@
|
||||
// -- SPINE PROXY 1.0 | Kevin Iglesias --
|
||||
// This script ensures correct animation display when mixing upper and lower body animations using Unity Avatar Masks.
|
||||
// Attach this script to the 'B-spineProxy' transform, which is a sibling of the 'B-hips' bone.
|
||||
// In the 'originalSpine' field, assign the 'B-spine' bone (child of 'B-hips' and parent of 'B-chest').
|
||||
// By default it will automatically find the 'B-spine' and assign it to the 'originalSpine' field (OnValidate).
|
||||
// When using a different character rig, manually assign the corresponding spine bone to the 'originalSpine' field and recreate
|
||||
// 'Rig > B-root > B-spine' structure in your character hierarchy with empty GameObjects.
|
||||
|
||||
// More information: https://www.keviniglesias.com/spine-proxy.html
|
||||
// Contact Support: support@keviniglesias.com
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace KevinIglesias
|
||||
{
|
||||
public class SpineProxy : MonoBehaviour
|
||||
{
|
||||
//Assign 'B-spine' (or equivalent) here:
|
||||
[SerializeField] private Transform originalSpine;
|
||||
|
||||
private Quaternion rotationOffset = Quaternion.identity;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
//Attempting to find the original spine bone.
|
||||
void OnValidate()
|
||||
{
|
||||
if(originalSpine == null)
|
||||
{
|
||||
Transform parent = transform.parent;
|
||||
if(parent != null)
|
||||
{
|
||||
Transform hips = parent.Find("B-hips");
|
||||
if(hips != null)
|
||||
{
|
||||
Transform spine = hips.Find("B-spine");
|
||||
if(spine != null)
|
||||
{
|
||||
originalSpine = spine;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//Match correct orientation on different character rigs
|
||||
void Awake()
|
||||
{
|
||||
if(originalSpine != null)
|
||||
{//originalSpine.rotation must be the default rotation in your character T-pose when this happens:
|
||||
rotationOffset = Quaternion.Inverse(transform.rotation) * originalSpine.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
//Copy rotations from spine proxy bone to the original spine bone.
|
||||
void LateUpdate()
|
||||
{
|
||||
if(originalSpine == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
originalSpine.rotation = transform.rotation * rotationOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 682245d9ac89ba4409aa3a92f17f5c6c
|
||||
Reference in New Issue
Block a user