This commit is contained in:
2026-06-02 08:27:03 +07:00
parent 7889064469
commit a48cd962e1
4232 changed files with 2 additions and 36881 deletions

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using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Invector.vMelee
{
using Invector.vCamera;
using Invector.vItemManager;
using vCharacterController;
public class vCreateMeleeCharacterEditor : EditorWindow
{
GUISkin skin;
public GameObject template;
public bool useGameController = true;
public bool useInventory = true;
public GameObject inventory;
public vItemListData itemListData;
public GameObject charObj;
Animator charAnimator;
Vector2 rect = new Vector2(500, 660);
UnityEditor.Editor humanoidpreview;
Texture2D m_Logo;
/// <summary>
/// 3rdPersonController Menu
/// </summary>
[MenuItem("Invector/Melee Combat/Create Melee Controller", false, 1)]
public static void CreateNewCharacter()
{
GetWindow<vCreateMeleeCharacterEditor>();
}
bool isHuman, isValidAvatar, charExist;
public virtual void OnEnable()
{
m_Logo = Resources.Load("icon_v2") as Texture2D;
if (Selection.activeObject)
{
charObj = Selection.activeGameObject;
}
if (charObj)
{
charAnimator = charObj.GetComponent<Animator>();
humanoidpreview = UnityEditor.Editor.CreateEditor(charObj);
}
charExist = charAnimator != null;
isHuman = charExist ? charAnimator.isHuman : false;
isValidAvatar = charExist ? charAnimator.avatar.isValid : false;
}
public virtual void OnGUI()
{
if (!skin)
{
skin = Resources.Load("vSkin") as GUISkin;
}
GUI.skin = skin;
this.minSize = rect;
this.titleContent = new GUIContent("Character", null, "Third Person Character Creator");
GUILayout.BeginVertical("Character Creator Window", "window");
GUILayout.Label(m_Logo, GUILayout.MaxHeight(25));
GUILayout.Space(5);
GUILayout.BeginVertical("box");
if (!charObj)
{
EditorGUILayout.HelpBox("Make sure your FBX model is set as Humanoid!", MessageType.Info);
}
else if (!charExist)
{
EditorGUILayout.HelpBox("Missing a Animator Component", MessageType.Error);
}
else if (!isHuman)
{
EditorGUILayout.HelpBox("This is not a Humanoid", MessageType.Error);
}
else if (!isValidAvatar)
{
EditorGUILayout.HelpBox(charObj.name + " is a invalid Humanoid", MessageType.Info);
}
template = EditorGUILayout.ObjectField("Template", template, typeof(GameObject), true, GUILayout.ExpandWidth(true)) as GameObject;
charObj = EditorGUILayout.ObjectField("FBX Model", charObj, typeof(GameObject), true, GUILayout.ExpandWidth(true)) as GameObject;
EditorGUILayout.Space();
EditorGUILayout.LabelField("--- Optional---");
useGameController = EditorGUILayout.Toggle("Add GameController", useGameController);
useInventory = EditorGUILayout.Toggle("Add Inventory", useInventory);
if (useInventory)
{
inventory = EditorGUILayout.ObjectField("Inventory Prefab", inventory, typeof(GameObject), true, GUILayout.ExpandWidth(true)) as GameObject;
itemListData = EditorGUILayout.ObjectField("ItemListData", itemListData, typeof(vItemListData), true, GUILayout.ExpandWidth(true)) as vItemListData;
}
if (GUI.changed && charObj != null && charObj.GetComponent<vThirdPersonController>() == null)
{
humanoidpreview = UnityEditor.Editor.CreateEditor(charObj);
}
if (charObj != null && charObj.GetComponent<vThirdPersonController>() != null)
{
EditorGUILayout.HelpBox("This gameObject already contains the component vThirdPersonController", MessageType.Warning);
}
GUILayout.EndVertical();
//GUILayout.BeginHorizontal("box");
//EditorGUILayout.LabelField("Need to know how it works?");
//if (GUILayout.Button("Video Tutorial"))
//{
// Application.OpenURL("https://www.youtube.com/watch?v=KQ5xha36tfE&index=1&list=PLvgXGzhT_qehtuCYl2oyL-LrWoT7fhg9d");
//}
//GUILayout.EndHorizontal();
if (charObj)
{
charAnimator = charObj.GetComponent<Animator>();
}
charExist = charAnimator != null;
isHuman = charExist ? charAnimator.isHuman : false;
isValidAvatar = charExist ? charAnimator.avatar.isValid : false;
if (CanCreate())
{
DrawHumanoidPreview();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Create"))
{
Create();
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
}
public virtual bool CanCreate()
{
return isValidAvatar && isHuman && charObj != null && charObj.GetComponent<vThirdPersonController>() == null;
}
/// <summary>
/// Draw the Preview window
/// </summary>
public virtual void DrawHumanoidPreview()
{
GUILayout.FlexibleSpace();
if (humanoidpreview != null)
{
humanoidpreview.OnInteractivePreviewGUI(GUILayoutUtility.GetRect(100, 400), "window");
}
}
private GameObject InstantiateNewCharacter(GameObject selected)
{
if (selected == null)
{
return selected;
}
if (selected.scene.IsValid())
{
return selected;
}
return PrefabUtility.InstantiatePrefab(selected) as GameObject;
}
/// <summary>
/// Created the Third Person Controller
/// </summary>
public virtual void Create()
{
// base for the character
GameObject newCharacter = InstantiateNewCharacter(charObj);
if (!newCharacter)
{
return;
}
GameObject _template = Instantiate(template, newCharacter.transform.position, newCharacter.transform.rotation);
// finds the '3D Model' gameobject or crate one if it doesn't exist
Transform modelParent = _template.transform.Find("3D Model");
if (modelParent == null)
{
modelParent = new GameObject("3D Model").transform;
modelParent.parent = _template.transform;
}
// finds the 'Invector Components' gameobject or crate one if it doesn't exist
Transform componentsParent = _template.transform.Find("Invector Components");
if (componentsParent == null)
{
componentsParent = new GameObject("Invector Components").transform;
componentsParent.parent = _template.transform;
}
newCharacter.transform.parent = modelParent;
newCharacter.transform.localPosition = Vector3.zero;
newCharacter.transform.localEulerAngles = Vector3.zero;
_template.name = "vMeleeController_" + charObj.gameObject.name;
Animator animatorController = newCharacter.GetComponent<Animator>();
Animator animatorTemplate = _template.GetComponent<Animator>();
animatorTemplate.avatar = animatorController.avatar;
animatorTemplate.Rebind();
DestroyImmediate(animatorController);
newCharacter.tag = "Player";
var p_layer = LayerMask.NameToLayer("Player");
newCharacter.layer = p_layer;
foreach (Transform t in newCharacter.transform.GetComponentsInChildren<Transform>())
{
t.gameObject.layer = p_layer;
}
Selection.activeGameObject = _template;
// search for a MainCamera and attach to the tpCamera
var mainCamera = Camera.main;
var tpCamera = _template.GetComponentInChildren<vThirdPersonCamera>();
if (mainCamera == null)
{
mainCamera = new GameObject("MainCamera", typeof(Camera), typeof(AudioListener)).GetComponent<Camera>();
mainCamera.tag = "MainCamera";
}
if (mainCamera.transform.parent != tpCamera.transform)
{
mainCamera.transform.parent = tpCamera.transform;
mainCamera.transform.localPosition = Vector3.zero;
mainCamera.transform.localEulerAngles = Vector3.zero;
}
// add the gameController example
if (useGameController)
{
GameObject gC = null;
var gameController = FindObjectOfType<vGameController>();
if (gameController == null)
{
gC = new GameObject("vGameController_Example");
gC.AddComponent<vGameController>();
}
}
if (useInventory)
{
// add prefab inventory to the 'Invector Components' gameObject inside the Controller
inventory = Instantiate(inventory, componentsParent.transform.position, componentsParent.transform.rotation);
inventory.gameObject.transform.parent = componentsParent.transform;
inventory.transform.localPosition = Vector3.zero;
inventory.transform.localEulerAngles = Vector3.zero;
// add shooter melee item list data
var _itemManager = _template.GetComponent<vItemManager>();
_itemManager.itemListData = itemListData;
}
else
{
// remove ItemManager from the character
var _inventory = _template.GetComponent<vItemManager>();
DestroyImmediate(_inventory as vItemManager, true);
}
// load bones for the BodySnapControl
var _bodySnap = _template.GetComponentInChildren<vBodySnappingControl>();
_bodySnap.LoadBones();
UnityEditor.SceneView.lastActiveSceneView.FrameSelected();
this.Close();
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Invector
{
// MELEE COMBAT FEATURES
public partial class vMenuComponent
{
public const string path = "Invector/Melee Combat/Components/";
[MenuItem(path + "Melee Manager")]
static void MeleeManagerMenu()
{
if (Selection.activeGameObject)
Selection.activeGameObject.AddComponent<vMelee.vMeleeManager>();
else
Debug.Log("Please select a vCharacter to add the component.");
}
[MenuItem(path + "WeaponHolderManager (Player Only)")]
static void WeaponHolderMenu()
{
if (Selection.activeGameObject && Selection.activeGameObject.GetComponent<Invector.vCharacterController.vThirdPersonInput>() != null)
Selection.activeGameObject.AddComponent<Invector.vItemManager.vWeaponHolderManager>();
else
Debug.Log("Please select the Player to add the component.");
}
[MenuItem(path + "LockOn (Player Only)")]
static void LockOnMenu()
{
if (Selection.activeGameObject && Selection.activeGameObject.GetComponent<Invector.vCharacterController.vThirdPersonInput>() != null)
Selection.activeGameObject.AddComponent<vCharacterController.vLockOn>();
else
Debug.Log("Please select a Player to add the component.");
}
[MenuItem(path + "DrawHide MeleeWeapons")]
static void DrawMeleeWeaponMenu()
{
if (Selection.activeGameObject && Selection.activeGameObject.GetComponent<Invector.vCharacterController.vMeleeCombatInput>() != null)
Selection.activeGameObject.AddComponent<vDrawHideMeleeWeapons>();
else
Debug.Log("Please select a Player to add the component.");
}
}
}

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using UnityEngine;
namespace Invector.vCharacterController
{
public class vBlockUnarmedAttack : MonoBehaviour
{
private vMeleeCombatInput meleeCombatInput;
[SerializeField] protected bool useUnarmedAttack;
public bool IsActiveUnarmedAttack
{
get
{
return useUnarmedAttack;
}
protected set
{
useUnarmedAttack = value;
}
}
void Start()
{
///Get the melee combat input component
meleeCombatInput = GetComponent<vMeleeCombatInput>();
///Use update event of the input to handle attack input
meleeCombatInput.onUpdate += HandleAttackInput;
}
private void HandleAttackInput()
{
///Disable input usage if Unarmed
if (!IsActiveUnarmedAttack)
{
meleeCombatInput.weakAttackInput.useInput = meleeCombatInput.isArmed;
meleeCombatInput.strongAttackInput.useInput = meleeCombatInput.isArmed;
}
}
public void SetActiveUnarmedAttack(bool value)
{
if (value != IsActiveUnarmedAttack)
{
IsActiveUnarmedAttack = value;
meleeCombatInput.weakAttackInput.useInput = value;
meleeCombatInput.strongAttackInput.useInput = value;
}
}
}
}

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using UnityEngine;
namespace Invector.vCharacterController
{
using vEventSystems;
using vMelee;
// here you can modify the Melee Combat inputs
// if you want to modify the Basic Locomotion inputs, go to the vThirdPersonInput
[vClassHeader("MELEE INPUT MANAGER", iconName = "inputIcon")]
public class vMeleeCombatInput : vThirdPersonInput, vIMeleeFighter
{
#region Variables
[vEditorToolbar("Inputs")]
[Header("Melee Inputs")]
public GenericInput weakAttackInput = new GenericInput("Mouse0", "RB", "RB");
public GenericInput strongAttackInput = new GenericInput("Alpha1", false, "RT", true, "RT", false);
public GenericInput blockInput = new GenericInput("Mouse1", "LB", "LB");
internal vMeleeManager meleeManager;
protected virtual bool _isAttacking { get; set; }
public virtual bool isAttacking { get => _isAttacking || cc.IsAnimatorTag("Attack"); protected set { _isAttacking = value; } }
public virtual bool isBlocking { get; protected set; }
public virtual bool isArmed { get { return meleeManager != null && (meleeManager.rightWeapon != null || (meleeManager.leftWeapon != null && meleeManager.leftWeapon.meleeType != vMeleeType.OnlyDefense)); } }
public virtual bool isEquipping { get; protected set; }
[HideInInspector]
public bool lockMeleeInput;
public void SetLockMeleeInput(bool value)
{
lockMeleeInput = value;
if (value)
{
isAttacking = false;
isBlocking = false;
}
}
public override void SetLockAllInput(bool value)
{
base.SetLockAllInput(value);
SetLockMeleeInput(value);
}
#endregion
public virtual bool lockInventory
{
get
{
return isAttacking || cc.isDead || cc.customAction || cc.isRolling;
}
}
protected override void Start()
{
base.Start();
}
protected override void LateUpdate()
{
UpdateMeleeAnimations();
base.LateUpdate();
}
protected override void FixedUpdate()
{
base.FixedUpdate();
}
public override void InputHandle()
{
if (cc == null || cc.isDead)
{
return;
}
base.InputHandle();
if (MeleeAttackConditions() && !lockMeleeInput)
{
MeleeWeakAttackInput();
MeleeStrongAttackInput();
BlockingInput();
}
else
{
ResetAttackTriggers();
isBlocking = false;
}
}
#region MeleeCombat Input Methods
/// <summary>
/// WEAK ATK INPUT
/// </summary>
public virtual void MeleeWeakAttackInput()
{
if (animator == null)
{
return;
}
if (weakAttackInput.GetButtonDown() && MeleeAttackStaminaConditions())
{
TriggerWeakAttack();
}
}
public virtual void TriggerWeakAttack()
{
animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
animator.SetTrigger(vAnimatorParameters.WeakAttack);
}
/// <summary>
/// STRONG ATK INPUT
/// </summary>
public virtual void MeleeStrongAttackInput()
{
if (animator == null)
{
return;
}
if (strongAttackInput.GetButtonDown() && (!meleeManager.CurrentActiveAttackWeapon || meleeManager.CurrentActiveAttackWeapon.useStrongAttack) && MeleeAttackStaminaConditions())
{
TriggerStrongAttack();
}
}
public virtual void TriggerStrongAttack()
{
animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
animator.SetTrigger(vAnimatorParameters.StrongAttack);
}
/// <summary>
/// BLOCK INPUT
/// </summary>
public virtual void BlockingInput()
{
if (animator == null)
{
return;
}
isBlocking = blockInput.GetButton() && cc.currentStamina > 0 && !cc.customAction && !isAttacking;
}
/// <summary>
/// Override the Sprint method to cancel Sprinting when Attacking
/// </summary>
public override void SprintInput()
{
if (sprintInput.useInput)
{
bool canSprint = cc.useContinuousSprint ? sprintInput.GetButtonDown() : sprintInput.GetButton();
cc.Sprint(canSprint && !isAttacking);
}
}
#endregion
#region Conditions
protected virtual bool MeleeAttackStaminaConditions()
{
var result = cc.currentStamina - meleeManager.GetAttackStaminaCost();
return result >= 0;
}
protected virtual bool MeleeAttackConditions()
{
if (meleeManager == null)
{
meleeManager = GetComponent<vMeleeManager>();
}
return meleeManager != null && cc.isGrounded && !cc.customAction && !cc.isJumping && !cc.isCrouching && !cc.isRolling && !isEquipping && !animator.IsInTransition(cc.baseLayer);
}
public override bool JumpConditions()
{
return !isAttacking && base.JumpConditions();
}
public override bool RollConditions()
{
return base.RollConditions() && !isAttacking && !animator.IsInTransition(cc.upperBodyLayer) && !animator.IsInTransition(cc.fullbodyLayer);
}
#endregion
#region Update Animations
protected virtual void UpdateMeleeAnimations()
{
if (animator == null || meleeManager == null)
{
return;
}
animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
animator.SetInteger(vAnimatorParameters.DefenseID, DefenseID);
animator.SetBool(vAnimatorParameters.IsBlocking, isBlocking);
animator.SetFloat(vAnimatorParameters.MoveSet_ID, meleeMoveSetID, .2f, vTime.fixedDeltaTime);
isEquipping = cc.IsAnimatorTag("IsEquipping");
}
/// <summary>
/// Default moveset id used when is without weapon
/// </summary>
public virtual int defaultMoveSetID { get; set; }
/// <summary>
/// Used to ignore the Weapon moveset id and use the <seealso cref="defaultMoveSetID"/>
/// </summary>
public virtual bool overrideWeaponMoveSetID { get; set; }
/// <summary>
/// Current moveset id based if is using weapon or not
/// </summary>
public virtual int meleeMoveSetID
{
get
{
int id = meleeManager.GetMoveSetID();
if (id == 0 || overrideWeaponMoveSetID)
{
id = defaultMoveSetID;
}
return id;
}
}
public virtual void ResetMeleeAnimations()
{
if (meleeManager == null || !animator)
{
return;
}
animator.SetBool(vAnimatorParameters.IsBlocking, false);
}
public virtual int AttackID
{
get
{
return meleeManager ? meleeManager.GetAttackID() : 0;
}
}
public virtual int DefenseID
{
get
{
return meleeManager ? meleeManager.GetDefenseID() : 0;
}
}
#endregion
#region Melee Methods
public virtual void OnEnableAttack()
{
if (meleeManager == null)
{
meleeManager = GetComponent<vMeleeManager>();
}
if (meleeManager == null)
{
return;
}
cc.currentStaminaRecoveryDelay = meleeManager.GetAttackStaminaRecoveryDelay();
cc.currentStamina -= meleeManager.GetAttackStaminaCost();
isAttacking = true;
cc.isSprinting = false;
}
public virtual void OnDisableAttack()
{
isAttacking = false;
}
public virtual void ResetAttackTriggers()
{
animator.ResetTrigger(vAnimatorParameters.WeakAttack);
animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
public virtual void BreakAttack(int breakAtkID)
{
ResetAttackTriggers();
OnRecoil(breakAtkID);
}
public virtual void OnRecoil(int recoilID)
{
animator.SetInteger(vAnimatorParameters.RecoilID, recoilID);
animator.SetTrigger(vAnimatorParameters.TriggerRecoil);
animator.SetTrigger(vAnimatorParameters.ResetState);
animator.ResetTrigger(vAnimatorParameters.WeakAttack);
animator.ResetTrigger(vAnimatorParameters.StrongAttack);
}
public virtual void OnReceiveAttack(vDamage damage, vIMeleeFighter attacker)
{
// character is blocking
if (!damage.ignoreDefense && isBlocking && meleeManager != null && meleeManager.CanBlockAttack(damage.sender.position))
{
var damageReduction = meleeManager.GetDefenseRate();
if (damageReduction > 0)
{
damage.ReduceDamage(damageReduction);
}
if (attacker != null && meleeManager != null && meleeManager.CanBreakAttack())
{
attacker.BreakAttack(meleeManager.GetDefenseRecoilID());
}
meleeManager.OnDefense();
cc.currentStaminaRecoveryDelay = damage.staminaRecoveryDelay;
cc.currentStamina -= damage.staminaBlockCost;
}
// apply damage
damage.hitReaction = !isBlocking || damage.ignoreDefense;
cc.TakeDamage(damage);
}
public virtual vICharacter character
{
get { return cc; }
}
#endregion
}
public static partial class vAnimatorParameters
{
public static int AttackID = Animator.StringToHash("AttackID");
public static int DefenseID = Animator.StringToHash("DefenseID");
public static int IsBlocking = Animator.StringToHash("IsBlocking");
public static int MoveSet_ID = Animator.StringToHash("MoveSet_ID");
public static int RecoilID = Animator.StringToHash("RecoilID");
public static int TriggerRecoil = Animator.StringToHash("TriggerRecoil");
public static int WeakAttack = Animator.StringToHash("WeakAttack");
public static int StrongAttack = Animator.StringToHash("StrongAttack");
}
}

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